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(+1)

Hey, glad to see more updates.  I have some feedback for you this time.   There are 2 main things that would make it feel better to play for me personally (based on what you have now).

1. A way to heal more easily - maybe auto heal after fights, or if you're going for a more punishing roguelike, a way to pay for heals.  As it is, the warlord seems too risky to attempt without full or near full health, and the best way I could come up with to prepare was spam the ninja with more heal cards in my deck.

2. There's a couple instances of things feeling unfair or out of my control that are probably just due to the nature of this system.  When I say nature, I'm talking about cards having very specific use cases and encounters with equally specific requirements (to be clear, I like this aspect of it).  But because of this, there are too many times that I'm literally unable to meet the requirements of the encounter because of rng.  I wish I somehow had more control in that area, even if not always.  The other thing is that if I ever overextend my timeline on a turn, I risk unavoidable bad things with the next enemy card.  So, typically I feel like I have to always play safe because of how valuable health is, but sometimes given the length of cards I have available and positioning of enemy attacks, I have to overextend.  Not sure what can be done there, but something to think about.

(+1)

Thank you for following along! I appreciate the time you took to play and to write out the feedback.

As you identified, due to the nature of the system sometimes it's not really possible to avoid damage. That's not something I want to eliminate entirely, because I think it's something interesting about the system and I don't want people to be able to dodge all damage (unless maybe they craft a really specific deck). 

But I also understand that it feels bad, so I've got a couple different things in the works that I think will help mitigate it.

1) Like you suggested, some more abundant healing. That might come in the form of better healing cards, passive healing, a shop option to heal, or some combo of the three. 

A lot of deckbuilding roguelikes in my experience are more about attrition, about preventing yourself by being slowly worn down by encounters. That's not really the direction I want to go with this, to the point where I've considered just fully healing after every encounter and lowering max HP significantly. Either way, more accessible healing is definitely on the todo list.

2) RNG mitigators - some of the next cards I have planned are ones that will allow you to draw additional cards, extend your foresight of the enemies moves, or allow you to adjust their length to better line up later cards. I'm hoping that those sort of utility cards will reduce the feeling of 'unwinnable' situations.

I was going to focus on some more UX changes, but thanks to your feedback I think I'll try implementing some of these items more quickly and see how the game feel changes.

Thanks again for the feedback, I really appreciate it!