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Great game as always!

Not sure if I am just bad at it or is it too much luck based. In the sense that I often have runs that I know are going nowhere, but if I am lucky with the draw I might get an insane score. It is a bit frustrating to fill my deck with tiles with limited directions and not being able to do much about it. There are the destruction potions, but maybe there could be more options to customize the deck?

Some suggestions for quality of life improvement:

Viewable deck — clicking on the pile should show what tiles I already have accumulated. This would help when choosing new rewards and should be available from lvl 1 (not an upgrade). Some deckbuilder games even show the order in which the cards will be drawn, maybe that could be a relic?

Informative tooltips about the colors — this doesn't tell me what yellow and cyan do. The only information that I get is that you call the cyan color "blue" :) If I still need to memorize their functions, there is no need of a tooltip.

Make blank cards placeable (?)— not sure if not a bug, but during a boss fight I had (1) a khan gem place some blank tiles; (2) end without any playable options; (3) all tiles were collected, and a new hand was drawn; (4) I drew some blank tiles that couldn't be placed anywhere. Expected behavior: a) either don't add them to the deck or b) allow the player to place them next to tiles that don't point in that direction. (if there is a tile that points towards a direction, you shouldn't be allowed to place a blank tile there, because it would break the continuity of the line)

Idk about you but after playing the game for a bit one will prob  learn what the colors do, after all there are only 5.  I do agree that the Wildcard description could be improved. When i first started playing it was confusing and i thought  it switched up the powers of the tiles (instead of making both do both). Idk what to write instead but i am sure Anttihaavikko could come up with something.

And yes the game is fairly luckbased but a good overal understandig of macro and microstrategies is still required i feel like. (as someone who tryhards the game i always reset for a good start lol)

I played the initial release and learned the meaning of the colors. Now when I play again I couldn't recall what those colors/keywords mean and the tooltip was not helping.

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Viewable deck, yes, it's a good idea. I actually did even think about it for the initial release but hit the 13k size limit fairly quickly and couldn't really squeeze it in in favour of some actual content. But yes, now I can (kinda forgot about it and grew accustomed to playing without it myself) and will add it in for the next patch! And seeing them in a correct order might indeed be nice as a relic (I've done this too on some past deckbuilder games of mine).

True, wildcard description is pretty vague. Will find a way to improve these too.

Blanks are kinda intentionally "bad". To do have a purpose with shouldn't be used all willy nilly because they can block you off or do exactly what happened to you. Allowing to place them would have few problems. For one, they wouldn't follow the same rules as other tiles. All other tiles can block paths but must be placed so that they connect and therefore the character will also find a path and move there. Not adding them to deck could work but again, it would be a special behaviour conflicting with how everything else works.

Regarding the blanks in your hand - my impression is that they are too punishing right now. I already suffered damage from the boss and now my deck has extra "ballast" - I have no options how to overcome this challenge - it is the type of frustration that doesn't make the game more enjoyable.

If you copy the rule "paths can only connect to paths" and it becomes "blank cards can only connect to the blank edge of other cards", it would be more consistent overall. It will allow playing all cards in your hand instead of having some cards that are stuck in your hand forever

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Playing some more, I can see how blanks are the tile version of curses. I realize now that the sacrificial spots can be used to clear blanks if needed.


A few other topics:

Potential bug: I had the relic to kill heretics that step on red gems. A heretic spawned directly on a red gem, but did not die. Is it intentional not to count that as a step? I also had the relic for opening chests from a distance - maybe related.

Suggestion: If there are more than one picks to be taken, show that in the UI. With changing relics and multiple chests being open, it can be difficult to keep track of that.

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Yeah, blanks can indeed be powerful at filling some nooks on the board but also meant to be dangerous and annoying when they and up in your hand or deck or if used haphazardly.

It is intentional that smite doesn't trigger when heretic spawns on a PB tile. If it did, I think it would be maybe too easy to use and very much on the too good spectrum on power. Now you need to do a bit of planning to actually use that properly.

It actually is already shown on UI. It says "pick your rewards" if you've got multiple and after picking the first, it'll say "pick x more" etc.

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Or maybe "have both effects" 🤔

Yes "have both effetcs" sounds good. Perhaps "Tiles with P and D" do both their own and the others ability" or something along the lines of that. Might be a bit lengthy tho?

I am mainly concerned that the effects are not written. 

The color of the text "Penance" and "Dynasty" matches the color of the gem, so I don't think that the text "____ is the ____ gem on a tile" adds any information to the player.

Here is a mockup I made in photopea

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Well yeah, if you look at the picture I posted above earlier, that's pretty much the same as your suggestion 😉👍

Also, telling that they're specific color gems is I guess necessary too. One player said that they were confused about those earlier on. Cause you can encounter relics that refer to them before actually ever seeing any gems at all.

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Hey, I see that you added this for wildcard. Could you also do it for the other relics as well?

Yup, it will be on everything referring a gem.