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(1 edit)

So I killed some knights, farmed some crystals and died to a boss I think (the card that lets you bounce a creature as an ability is kind of bullshit, the card can attack, and if blocked bounce a creature). I have played magic the gathering for years so I am always interested in card games. The gameplay itself was in the style of magic with similar phases and attacking and blocking which is perfectly fine. I could not find the forge in the VERY large island area but I got my deck and was able to set out to adventure. Side note the deck editing tutorial screen cuts off and doesn't show the entirety of the text. The mouse not only does not stay in the application if you have two screens but in the dungeon it was always on the screen. In combat I found sometimes I could not click to target creatures but usually opening the graveyard and closing it allowed me to do so. It's hard to tell when creatures are exhausted because some cards are already grayscale looking, I would use a symbol over the card to indicate this. Balance wise it is insanely powerful that all cards can attack when summoned, given that players life start sub 20, I would increase life totals or remove the "haste". I enjoyed that you could reorder cards in hand, a nice touch. It's fun to fight using a card game and I like that aspect. The dungeon look great and was large and had multiple pathways which is great. I will try to figure out this crafting because I'm sure that makes the game even better! 

Misc bugs:

Enemy pathing


It is possible to clip through ceilings

(+1)

First of all, thank you very much for the feedback!

It's very worrying that you couldn't find the forge since crafting is arguably the main mechanic of the game (To unlock it you need to speak to the Red Mage, beat the Rider, and then report back to the mage. He will mark the building behind him with a blue light and going there allows you to rebuild that building into the Forge.)

Regarding enemies and card balance, other than your starting deck and the first enemy of the game, every card is randomly generated, so while there are systems in place to prevent overly powerful cards at the lower levels, there is a big chunk of randomness that goes into every single card, so that's why sometimes you'll encounter very powerful enemies (For this reason I don't really know what card you are referring as "bullshit" since it wasn't designed by me but rather just generated in runtime). While everything having haste is a bit broken, the general idea was to allow broken cards, broken strategies, and very strong things combos to be available to both the player and the AI (Hopefully if you manage to generate some cards next time you'll get something broken to blow the enemies out of the water as well). This is still up in the air however, I'll think about it and test it out without the haste since a fair amount of people found it to be a bit too powerful.

I will take a look at the deck editing so it doesn't cut out, and yes, I did screw up the mouse locking, I will try to get both of those working for the next release, thanks!

Regarding not being able to click cards, I'm very surprised since I worked really hard trying to squish that bug and thought I got it working on the latest release. Maybe you played an older upload? If you don't mind could you let me know when you downloaded the game?

Lastly regarding clipping the ceiling and enemy pathing. The dungeon was kind of incomplete and unpolished to make it in time for the demo day, so yeah, gotta fix those, still, I appreciate you pointing the problems out!

Ah I must have missed that, maybe not allowing the player to enter the dungeon without the forge can be required( eg The mage has the key and will only give it when you make the forge) I didn't realize it was completely random, which is cool and if you want extreme power to be possible on both ends then that is what it seems to be so good job on that. That being the case there is an ability in your pool that allows a creature to bounce creatures to the opponents hand, and to me it seems that if you activate an ability you cannot attack(tapped) but if you attack you can still activate an ability mid combat then remove yourself from combat in a weird interaction, imo if you attack you should relinquish your ability to activate abilities that exhaust your card.  If you like the all haste then you can keep it as it sets you apart in a way, but maybe increase the life a little to offset this. NP on the things that need work, just wanted to tell you what I saw as a player on first glance. I literally downloaded and reviewed in the same hour so that's the version I played. 

(1 edit) (+1)

The ability to bounce is pretty strong, yeah, I'll consider increasing its randomization cost so it isn't as easy to get.

The logic for attacking and exhausting (tapping out) is the following. "If you attacked or blocked, your Minion gets exhausted at the end of the turn." So you can choose to either attack and use your exhaust ability by the end of the turn. You can choose not to attack so you can block and/or use that exhaust in your opponent's turn, or you can just exhaust during your turn without attacking.

Regarding the dungeon being open before finishing the "quest", I thought about doing exactly as you said, but I figured I'd give the user the option to just go. But thinking about it maybe not the best idea this early in development.

I'll think about the life totals. I'm also going to implement an attack power limiter so any of your opponent's low-cost creatures have more attacks than your starting hp so you don't die turn 1 or 2 . 

Also, the fact that you downloaded and played is very troubling, I thought I'd dealt with the targeting bug. I guess there's still something wrong there. Thanks again for all the feedback and info, very helpful!

Sounds good, look forward to next build :)