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Thanks for the feedback!
I will check out the bugs and fix them if I can reproduce them :)
With some of the improvements I also agree. 
I don't really have a good solution for poison (because it is special because it can't be blocked). Maybe cards that cleanse the player, but you will still get the initial dmg.
Looking at the deck will be added at one point.
they steal the amount of gold for each dmg they hit you with. So better block. (might get balanced once stage 2 is further developed)
TF art is especially a problem for future animation. Maybe for bosses, but more likely only as reward scenes after the fight (then you don't need to do all animations X times).
Thanks for taking the time to write things out!

Thanks for the reply!

On poison: One idea is to have effects, or at least poison, tick at the end of the player's turn instead of at the start of the turn. This would give the player an opportunity to use potential curing cards. Alternatively, enemies could apply it with an attack, similar to the goblins stealing. Something like half of unblocked damage is applied as poison (possibly without doing direct damage, depending on specific balance).

On goblins: I did notice the blocking thing, but a: bad luck happens, sometimes you get no blocks, and b: there could be some mental bias involved, but it still feels like they steal an awful lot of gold, and I feel like I frequently find myself ending goblin fights with zero gold.

Can goblins even make non-stealing attacks? Maybe let them synchronize attacks so only one goblin is allowed to make a stealing attack per turn.

On tf art: If planned animation is the main concern, one idea is letting (some) enemies leave static "corpses" after being defeated.

Hey,
The thing you just described would fit more as a "bleed" effect. Also you have to remember, that it will change for the player poison cards as well.
Yeah the gold stealing will probably get a bit nerfed. Currently all attacks steal gold I think, mixing none stealing attacks into it could help.
I assume with static "corpses" you mean just not animate some enemies? Not sure if the mix of animated and non animated enemies would look good. 

Just to make sure we're on the same page, when you mention the bleed, you mean the idea where enemies apply DoT with an attack, right?

With "corpses" I more meant that enemies, instead of simply vanishing when defeated, would be replaced with a non-animated, non-interactive "dead" image. Kind of like Darkest Dungeon, if you've played it (except the position is unimportant so the corpse is just visual).

yes.
I see. But I don't see why this would help with the animations of multiple tf.

My reasoning is that "corpses" would kind of be the next best thing to have instead of enemy tf.

Sure, it wouldn't have the same thematic relevance as inflicting your enemies with the same thing they inflict upon you, but at least it rewards the player with lewds without multiplying the animation number.