Not a problem! Awesome turn-around time!
Beanholi0
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A member registered Jun 10, 2021
Recent community posts
Super fun - a few items of feedback:
- Once your deck gets large it takes a while to watch all the cards get shuffled into it. Might make sense to just have the animation send'em all at once.
- There's no way to see how much damage is coming your way at the end of the round - feels bad to put up a bunch of damage and then die.
- Need a way to remove cards - builds change as you are presented with new options.
- Need a way to increase the likelihood of some cards making into the deck.
- The treasure rooms feel bad - I spun 10-20 times and only won once. Maybe every spin can provide points so you've got some kind of progress for spending coins?
- Damage impacts of buff interactions aren't clear at first - maybe instead of the multiplier fire animation there can be some sort of attack animation where effects are added as the multiplier grows.
That's all I've thought of for now - again, great game and fun concept!
Experiment - WEEK 20 : Mix New Game Genre? comments · Posted in Experiment - WEEK 20 : Mix New Game Genre? comments
Fun game! Few potential suggestions:
- Cart synergies, e.g., anything bordering a sharpshooter cart gets increased range, witch carts grant small AOE buff, archers grant attack speed, crossbow buffs damage, etc.
- Re-ordering carts for 5 gold per move
- Teleport pads where the train has to be stopped but can move you to the other side of the map after 2-3 seconds, maybe has a long cooldown to make it very strategic
- Upgrade/repair base defenses in shop (damage, hp, rate of fire, range, etc.)
Great work!!


