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EternalSandsM

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A member registered Mar 08, 2023 · View creator page →

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I like it. For me, the fun of it scales with the challenge. At a certain level of difficulty, it becomes more of a puzzle you have to think about, which is cool.

I think the game is feeling pretty good.   There are a lot of interesting decisions to make and enough tools to consistently beat the boss even with bad rng (and it's often a close fight, which is good I think).

There was also something I hadn't noticed before about the number of cards played per turn.  When I first played, I naturally was playing cards to address everything visible, and this is why I mentioned feeling like I needed to play safer.  But then I realized you'd almost never want to play more than 1 card at a time anyway, or just enough to meet the draw card tick.  Having more options is so important and there doesn't seem to be a reason to play more cards than that (or I haven't noticed it yet).  Seems like it would be cool to have incentives for playing multiple cards on a turn.  Do you have ideas or plans for that?

Feel free to hit me up on Discord if you ever want to discuss the game: eternalsandsm

Hey, glad to see more updates.  I have some feedback for you this time.   There are 2 main things that would make it feel better to play for me personally (based on what you have now).

1. A way to heal more easily - maybe auto heal after fights, or if you're going for a more punishing roguelike, a way to pay for heals.  As it is, the warlord seems too risky to attempt without full or near full health, and the best way I could come up with to prepare was spam the ninja with more heal cards in my deck.

2. There's a couple instances of things feeling unfair or out of my control that are probably just due to the nature of this system.  When I say nature, I'm talking about cards having very specific use cases and encounters with equally specific requirements (to be clear, I like this aspect of it).  But because of this, there are too many times that I'm literally unable to meet the requirements of the encounter because of rng.  I wish I somehow had more control in that area, even if not always.  The other thing is that if I ever overextend my timeline on a turn, I risk unavoidable bad things with the next enemy card.  So, typically I feel like I have to always play safe because of how valuable health is, but sometimes given the length of cards I have available and positioning of enemy attacks, I have to overextend.  Not sure what can be done there, but something to think about.

I think this is great.  I already thought the single enemy timeline was neat, but my brain exploded considering the possibilities for the multiple timelines and ability types I saw in the screenshots (in a good way).