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Oh, another suggestion that I forgot: Having the cards ordered so that "sell" effects are always after "play" effects would be helpful templating.


Similarly, always having a consistent order like "pay cost, damage, heal, draw" might make the cards more readable.

(+1)

Hi Katergberg,

I'm super glad you liked it and I agree with your points and believe that I had many more ideas for effects / features to implement. 

Anyway, I have no plans continue developing the game yet but if I would then

  • Playing cards by clicking them instead would make your life easier
  • Making cards more readable would be a priority - I agree that play-sell order should be defined but some other combinations are shuffled as intention (it's very different outcome to add max health and heal instead of healing and then maxing your HP)
  • I was also playing with an idea of permanently losing sold cards - therefore if you could sell basic cards you could refine your deck more
  • Current effects needs to be tweaked, some strategies are way way more powerful than others but on the other hand I don't want luck to decide your progress - this would mean rethinking the whole game loop

Cheers!