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Интересная штука на поиграть. Интересно даже, чем бы всё могло закончиться
Apelcosinus
Creator of
Recent community posts
After playing your game a few more times, I’ve come up with two more major suggestions.
First, this concerns all mechanics that use the word "adjacent" or similar concepts. I think it would be better if these mechanics worked in a consistent and intuitive way everywhere. To achieve this, all such mechanics could follow the format: "Attempt to perform an action on adjacent characters." This way, if an action cannot be performed on a character (e.g., corrupting or curing), it simply won’t happen. I also believe this won’t break the balance. Let’s look at some examples.
First, our famous Pooka. Suppose she tries to poison adjacent characters—if those characters are evil, they won’t actually be poisoned, but the player will perceive their lies as poisoning, which could add extra confusion. Another example involves the Alchemist. He might attempt to cure an adjacent evil, and the evil's lies could similarly mislead the player.
The key takeaway is that all such mechanics should work in a similar way, making the game much clearer overall.
Second, the health system. I feel that being able to kill one villager per level with no consequences is a very big advantage. Situations often come down to 50/50 chances, and having one "safe" kill can be a huge deciding factor. Perhaps the health system could be changed to 1 health pool for the entire run, but with enough health for 3-4 safe kills. Additionally, the more health you have left by the end of the run (if it’s turn-limited), the more points you earn. This makes every kill an important and meaningful decision. The cost of mistakes becomes higher, raising the stakes and tension.
Other than that, I still absolutely love playing your game—it’s incredibly interesting and engaging! Wishing you further progress and a speedy release on Steam!
U right, new saint is strong. I also imagine my game, when a lot of card are saints in deck build mode. It isn't just my imagination, because i made one deck, where half of my vilagers was confessors (someone was drunk, someone copied by dop etc).
I have an idea about card effect btw (may be for saint or smth else). Other cards cannot lie about this card. But i think in will be hard to do this technicaly. Also saint effect is too equal with knight effect.
About wretch. I think good idea to describe his effect as "valigers, who learn evil, learn him as evil". So it will be more clear. For example druid do not learn evils, so it is okay to register wretch as outcast, not the evil.
And another 1 thing, may be puppeteer is strong enough to make him demon?
just checked new patch. I very like your game. But i think it was okay to pooka be so powerfull. I mean, if there are only 1 demon (and it is pooka) it is okay.Demons are like bosses, or smth. It must be powerfull mb. Also ty for new jester! He is more useful. For druid is good update too. Ty to make info about drunk clear. But may be it is good to stay "my info is random".
New slayer, btw, super cool. I think, he is just a little bit imbalanced. May be if he corrupted or lying, he will kill vilagers. One thing i just wanted to say is don't be affraid to make game hard. Just try to make every card usefull, so the players tried to analyse every info to find every sungle lie. Yesterday i found 4 evils with 1 old pooka, and that was amazing feelings. Also deckbulding mode is super cool. I'm so into your game. I want to plaay it more.



