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Hey! First of all thank you very much for playing and for the supporting comment!

Starting from your last comment, yes, I LOVE slay the spire but it really feels, after a while, that all you do is building the same deck to beat the same monsters, just to unlock the same run with a little bit more difficulty. That was the main spark that made me start with this game.

To the points you like:
-I'm glad you appreciated the two key elements of the fights. I'm feeling very confident in those.
-Happy about that, getting a lot of good feedback about it, but at the same time I have very little confidence in the art, so, thank you very much :)
-Not many people comment about the music! It's the only thing in the game I'm not making personally, but I think my guy (st. GOGO) did a very nice job with it, and I'm proud of how we managed to make it transition between tracks depending on what you're doing.
-Thanks again for the gameplay lol.

As for what the game needs:
-Very important points. Even if it's just a beta/demo, I'm trying to make the game as balanced as possible, I guess I'm not there yet. But personally, except for very few things that are exceptionally better than others, I think in general most runs feel balanced overall. Especially if we're trying to beat the last boss.
After all my goal is to make the player feel increasingly powerful, and at the same time giving bigger and bigger challenges.
Personally I find the game "easy", especially the normal encounters after the 1st level, but that's because I play with all the game's knowledge.
You bring some good point anyway and I'll think about them!
-The game SHOULD have a save/quit system, added in the last version 1.6.0...is it not there? The game should auto save at every non fight room, and at the end of every fight, you can then just quit and load it! The save will be deleted as soon as you die tho.
-I will probably add more fancy stuff in that regard, thank you for pointing it out :)
-Never thought of that. At some point I'll probably set a way to sort by different criteria, and the combo value should be one.
-An interactive tutorial will probably be my next big update!
-Enemies intent is not shown by choice, but having a list of actions an enemy can do is actually a piece of advice I recently got and I totally agree it would be nice to have it!
-More content, yes. I know ahah. This is really just a demo, I wanted to have a strong base before moving to making more. There WILL be more characters and a very important thing to me is that I'll add branching paths for the different levels, to try and keep everything varied and fresh (and give more room to be able to unlock different stuff depending on what specific level you're in). For the demo I just decided to make ONE character and ONE level (I ended up making it like day-evening-night-storm, but it's basically the same level with just increased enemy stats).
-I probably know what UI bugs you're talking about and it's actually what I'm working on right now!

That being said, if you liked it I'd love you to join my discord server:
https://discord.gg/nuc9nCkEgR 

And if you haven't, take a look at the game on Steam:
https://store.steampowered.com/app/2437330/Novus_Orbis/?beta=0

I'm actually always a little behind on updates here on itch.
I'm going to upload the latest update on here now.

Also if you don't mind me asking, did you beat the game? Did you beat the two mimics?  Outside the two mimics, there are two other optional bosses, did you find them?
Also with the latest update there is another special last boss :)

Thank you so much again!!

(+1)

I played the game in version 1.5.1.10, so there wasn't any save system (at least, I saw nothing at the usual Unity save directory)
I got that weird visual bug after removing a card from my deck for the rusted sword curio. The other UI bugs, you certainly already saw them during the streams.
I really thing adding a combo value visualisation would be a great thing, it would make balancing the deck to have the roughly the same amount of 0, 1, and later 2 and 3 combo cards. It is basically like planning the mana curve of a magic deck.
I thought the hiding of the enemy intent could be by design. Having played a good amount of Runic Done runs in STS, it adds a good amount of randomness. I don't know what to think of this, currently the enemies' patterns seems to be quite predictable, so I don't see the reason to hide them if the player could just find them on a wiki. Showing an action list could be a good compromise. May be you have ideas to build upon that particularity, in that case I wish you the best.

I beat the game, yes (see my previous screenshot against the final boss).
I'm at the discord server limit, but be sure I will be looking at the game in the future.
I encountered the mimic twice in early run. The first time I ran away. The second time I beat it, after a very difficult fight that cost me my revive relic.
I didn't saw any other secret bosses, at least yet.

Hey! I've been absorbed in development and didn't realize I had so many new comments here. 

Oh ok, that build is a little behind the current game state. 


There are a few bugs in game indeed, the specific one you're talking about is supposed to be fixed now :) 

Atm I'm trying to make a fun demo, but I'm not stressing too much about it because I'll have to rebalance everything once I move to full game development. But you are right, I will for sure implement a better distribution of cards rarity and combo values through a run for the actual release. 

Adding the possible enemies actions to be visible in game is in my plans :) But I'd like to stick to the no intent formula. 


If you wanna give the game another try, just know that:

Once you beat a mimic you'll be able to find a second, stronger one. 

You can fight the shop (you figure out how to do it :P). 

There is a secret boss in the pond room. 

And if you beat all these enemies before the final boss, you'll unlock a special, final final boss. 


Thank you very much for the feedback!