What does the Time is Money upgrade do? Feathers x Playtime = [what?]
Chrissy-kun
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On browser, yeah. In fact I've reloaded the page and game to see if it solved it but it didn't. Eventually it seems like all the adventurers are now just hovering around the tables, never moving.
That one adventurer's face and health are still on that floor, too.
Anything you want me to try? I could try deleting the rooms on that floor or something? Seeing as I'll have to restart the game anyway at this point, I'm happy to give anything a go.
I've come across what I think is a bug?
One of my floors has an adventurer assigned but no one has arrived. I sat watching it for a while, and all the other floors have a cycle of people arriving (and dying lol) but that floor is stuck.
Feedback:
I have a question about how to understand what provides the gold and souls per minute stats of each floor? I don't know how to maximise what I'm getting out of a floor other than the synergies of the monsters and traps being able to kill them more effectively. What's my incentive to put higher level rewards in the treasure rooms?
I like this concept though! Just maybe could do with a guide or tutorial or something?
This was really cool!
I'd love a full game of this!
I would love a way to reach diagonals though. If not to mine it (fair enough) then at least mark them as a bomb.
Maybe an item could mine at a distance? So we can clear those little areas that are surrounded by bombs?
Or perhaps an item (expensive?) that lets us pass through a marked bomb without mining it to prevent impassable areas?
Just some ideas, but I'm looking forward to the full game. I've added it to my Steam wishlist!
Typo in the end screen! You call your game Sheperd :P
Maybe a little intro screen or info button to explain some of the bits that it took me a couple runs to work out, such as that it's a time bar not a progress bar, the colours of the cards are rarity, etc. Obvs not essential, but just some little QoL things.
Are Elks supposed to be capped at 30 Light gain? The Herd rune is triggering but the Light isn't increasing from 30.
Edit: actually, let me test something.
Edit 2: Ok no yeah, I just misunderstood what Herd did. The wording around Light gain, gain-increase, etc could be a little clearer, but I do acknowledge that was mostly my fault for not reading properly.
Here's my save at V1.0 if anyone wants it
WzE3NjYxNDk0MzgzMzIsMjQsIjQuNzY5NDY1Nzc2NjA3NzE5ZTUyNiIsW1siNi4wODAwMzg0NTYxNzg4ODllNDMxIiwiMjAzIl0sWyI3LjEzNzUyOTU5OTAyOTYwNmUzNDkiLCIxNTEiXSxbIjEuNTg4NTY3NTY1OTI5NzUxMWUyODMiLCIxMDQiXSxbIjEuMTI1Njk4MTc4OTM5MDYzMmUyMzAiLCI2NSJdLFsiMS45OTc5NjcyNTMwMzIwMjQzZTE4NCIsIjQzIl0sWyIzLjA3ODg0NzQ2MzMzMjY4NzRlMTQzIiwiMzAiXSxbIjIuOTI0MTcyOTM1MzE0OTU2ZTEwNCIsIjIyIl0sWyIxLjI3NzYxMzYyODI3NDIxOWU2OCIsIjE2Il0sWyIzLjE4NTQwMzMyNDg2MzMzM2UzNCIsIjEyIl0sWyI5MCIsIjkiXV0seyIwIjpbMCx0cnVlLHRydWVdLCIxIjpbMSx0cnVlLHRydWVdLCIyIjpbMix0cnVlLHRydWVdLCIzIjpbMyx0cnVlLHRydWVdLCI0IjpbNCx0cnVlLHRydWVdLCI1IjpbNSx0cnVlLHRydWVdLCI2IjpbNix0cnVlLHRydWVdLCI3IjpbNyx0cnVlLHRydWVdLCI4IjpbOCx0cnVlLHRydWVdLCI5IjpbOSx0cnVlLHRydWVdLCJ0aWNrc3BlZWQiOlsidGlja3NwZWVkIix0cnVlLHRydWVdLCJkaW1zaGlmdCI6WyJkaW1zaGlmdCIsdHJ1ZSx0cnVlXSwiZGltYm9vc3QiOlsiZGltYm9vc3QiLHRydWUsdHJ1ZV0sImdhbGF4eSI6WyJnYWxheHkiLHRydWUsdHJ1ZV19LFsiMzQ1Il0sNiw0LDIseyJub3RhdGlvbiI6ImRlZmF1bHQiLCJuZXdzdGlja2VyIjp0cnVlLCJsb290Ym94LW9wZW5pbmciOnRydWV9LDU4ODAsNTI1LHsiY29tbW9uLWRpbTEiOlsiY29tbW9uIiwiZGltMSIsMTQsNF0sInVuY29tbW9uLWRpbTEiOlsidW5jb21tb24iLCJkaW0xIiwxNCw0XSwicmFyZS1jb3N0IjpbInJhcmUiLCJjb3N0IiwwLDBdLCJyYXJlLXNhY3JpZmljZSI6WyJyYXJlIiwic2FjcmlmaWNlIiwwLDJdLCJyYXJlLWFjdGlvbiI6WyJyYXJlIiwiYWN0aW9uIiwwLDNdLCJyYXJlLWRpbTEiOlsicmFyZSIsImRpbTEiLDAsMF0sImxlZ2VuZGFyeS10aWNrc3BlZWQiOlsibGVnZW5kYXJ5IiwidGlja3NwZWVkIiwwLDBdLCJsZWdlbmRhcnktZGltcyI6WyJsZWdlbmRhcnkiLCJkaW1zIiwwLDBdLCJsZWdlbmRhcnktc29mdGNhcCI6WyJsZWdlbmRhcnkiLCJzb2Z0Y2FwIiwwLDBdLCJsZWdlbmRhcnkteHAiOlsibGVnZW5kYXJ5IiwieHAiLDAsMF0sImxlZ2VuZGFyeS1sb290Ym94ZXMiOlsibGVnZW5kYXJ5IiwibG9vdGJveGVzIiwwLDBdLCJjb21tb24tZGltMiI6WyJjb21tb24iLCJkaW0yIiwwLDNdLCJ1bmNvbW1vbi1kaW0yIjpbInVuY29tbW9uIiwiZGltMiIsMTcsNF0sInJhcmUtZGltMiI6WyJyYXJlIiwiZGltMiIsNCwyXSwiY29tbW9uLWRpbTMiOlsiY29tbW9uIiwiZGltMyIsNCw3XSwidW5jb21tb24tZGltMyI6WyJ1bmNvbW1vbiIsImRpbTMiLDcsNF0sInJhcmUtZGltMyI6WyJyYXJlIiwiZGltMyIsMSwxXSwiY29tbW9uLWRpbTQiOlsiY29tbW9uIiwiZGltNCIsMTAsNF0sInVuY29tbW9uLWRpbTQiOlsidW5jb21tb24iLCJkaW00IiwzMyw1XSwicmFyZS1kaW00IjpbInJhcmUiLCJkaW00IiwwLDBdLCJjb21tb24tZGltNSI6WyJjb21tb24iLCJkaW01Iiw0NCw1XSwidW5jb21tb24tZGltNSI6WyJ1bmNvbW1vbiIsImRpbTUiLDExLDRdLCJyYXJlLWRpbTUiOlsicmFyZSIsImRpbTUiLDAsMF0sImNvbW1vbi1kaW02IjpbImNvbW1vbiIsImRpbTYiLDQ3LDVdLCJ1bmNvbW1vbi1kaW02IjpbInVuY29tbW9uIiwiZGltNiIsMCwzXSwiY29tbW9uLWRpbTciOlsiY29tbW9uIiwiZGltNyIsMTEsNl0sInVuY29tbW9uLWRpbTciOlsidW5jb21tb24iLCJkaW03IiwxNSw1XSwiY29tbW9uLWRpbTgiOlsiY29tbW9uIiwiZGltOCIsNyw0XSwidW5jb21tb24tZGltOCI6WyJ1bmNvbW1vbiIsImRpbTgiLDEsNV0sImNvbW1vbi1kaW05IjpbImNvbW1vbiIsImRpbTkiLDMxLDZdLCJ1bmNvbW1vbi1kaW05IjpbInVuY29tbW9uIiwiZGltOSIsMCwwXSwiY29tbW9uLWRpbTEwIjpbImNvbW1vbiIsImRpbTEwIiwyLDRdLCJ1bmNvbW1vbi1kaW0xMCI6WyJ1bmNvbW1vbiIsImRpbTEwIiw0LDJdfSwiMCIsMTYzNDYsMTksMjQ1MiwyNCwyNDU0MSxbW3RydWUsdHJ1ZSwzMjAzMzguNjUwNTcyODc3NDQsODM5ODcuNjY0MjQ2Mjk0ODIseyJKb2ludHMiOjMxfSwiU2hpcHMiLDJdLFtmYWxzZSxmYWxzZSwzODcwNy4zMTk5MDAxMzgxOSwwLHsiR2VtcyI6MiwiUm9hZHMiOjF9LCJUb3dlcnMiLDFdLFt0cnVlLHRydWUsMjY5NS41MzA5NDg3OTg0MDksMzYyLjA3MjAxNzM4NTYzOCx7fSwiUm9ja3MiLDFdLFtmYWxzZSxmYWxzZSw5NTIzNi43NTk3ODM1MDA0MSwwLHt9LCJTY3Jld3MiLDhdLFtmYWxzZSx0cnVlLDk3NDMxLjM4OTI4NDg3MzI1LDE3MjY3LjI3NjQzMTQzMDkyNCx7IlRvd2VycyI6MiwiU2hpcHMiOjF9LCJOdWtlcyIsMV0sW2ZhbHNlLGZhbHNlLDk0OTk4LjgzODg1OTM4MDkyLDAseyJKb2ludHMiOjEwfSwiR2VtcyIsM11dLFs1LDUsNCwxMF0seyJSb2NrcyI6MzMwNywiTG9ncyI6Mzg1MywiQmFycyI6MTk2LCJCb2FyZHMiOjE1NzEsIlNjcmV3cyI6NDM0LCJKb2ludHMiOjI3MywiQmVhbXMiOjEwMDEsIlJvZHMiOjEzMiwiR2VtcyI6MjU0LCJSb2FkcyI6NTQsIlRvd2VycyI6MCwiU2hpcHMiOjE4LCJOdWtlcyI6OX0sNCwyLCIwIix7ImF1dG9zYWMiOltmYWxzZV0sImRpbTEiOltmYWxzZV0sImRpbTIiOltmYWxzZV0sImRpbTMiOltmYWxzZV0sImtlZXBzaGlmdHMiOltmYWxzZV0sImRpbTQiOltmYWxzZV0sImRpbTUiOltmYWxzZV0sImRpbTYiOltmYWxzZV0sImxvb3Rib3hleHAiOltmYWxzZV0sImRpbTciOltmYWxzZV0sImRpbTgiOltmYWxzZV0sImRpbTkiOltmYWxzZV0sImtlZXBib29zdHMiOltmYWxzZV0sInByb2cxIjpbZmFsc2VdLCJkaW0xMCI6W2ZhbHNlXSwia2VlcHN0dWZmIjpbZmFsc2VdfSwxNjAzMTI3MjksZmFsc2Vd
I have followed on Steam though, because I can see the potential!
But please don't use AI art. Visually the game looks nice if not for basically having no identity, because the art is all in different styles. I can't look at a card and definitively say "ah yes, that's a card from Pack Tactics! I recognise the design style."
As many creative people in the game industry will agree, ask around! Someone out there will do you a series of art designs for cheap or even free!
Or, as many physical card pack games do on their cards - display the artist on the card itself proudly! You could ask the community to draw some art for your cards, and your favourites get to be included in the game, or get unlocked as alternative art for a card once you win a run with it in your deck or something like that!
I like the concept of this game, but it just feels horribly unbalanced and almost entirely luck based.
I never feel like my choices ultimately matter all that much, because I don't get to decide what is played. I could have a deck with great synergy, but if that Ant that gets played is the card that tips the damage over the threshold, I'm then screwed, because I'm left defending the crown with a card with 1 health on top of a huge stack of cards that are obviously going to overfill my den.
I feel like having a hand that you draw into would be better, and perhaps letting us choose which animal in the den is hunted? That way I can hunt my Ants or Bees and leave the Bee Hive alone, because losing an animal that's central to a build is not in my control and run-ending.
There are also some cards, regardless of quality level, that are objectively better or worse than others.
Like I said, I like the concept of the den and draw deck being the "health" of the player essentially, it's innovative. There's a reason that most other games have very limited permanent changes to your deck, though. It's incredibly tricky to get that to be balanced. If you can get that to work, that would also be a really cool feature of this game, but as it stands, literally everything being permanent makes it too hard to balance a build, and makes it largely luck based.
One piece of feedback I'd say: When you have cards that Retain, they shouldn't reduce your card draw at the start of the next turn.
Oh actually, one more thing, unless I'm mistaken, in more cases than not, the higher cost card that triples its upgrade seems functionally the same as the cheaper cost card that adds 3 when its upgraded. This makes the higher cost card not worth it compared with the other.
(but like I said, I may have just not found the use-case where it's better)
Oh, I disregarded that because it sounded like it was referencing something I didn't have yet.
But now (given the context of your advice, thanks!) I'm realising I misunderstood and it's saying I have that thing equipped. I assumed I didn't as it hasn't made any reference to equipping things like that yet.
Am I missing something? As soon as I get to the incubator, the game becomes so slow to progress that it's essentially a standstill.
I've tried resetting a few times when I get to this point, assuming this is just the way to meta-progress, but it doesn't make any difference. I don't see any meta-progression choices that speed up exploration, and there aren't enough resources to scavenge to improve exploration rates.
Seeing as no one else is talking about this, I have to assume I'm big dumb dumb and missed something obvious, please help.


