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hugin

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A member registered Jul 11, 2017 · View creator page →

Creator of

Recent community posts

hi gonsqua, for some unknown reason your comment was burried deep in the itch.io system, so with some delay: thanks for your kind words! And the bug should be solved by now

haha draw:100 is pretty crazy :) nice one

Thanks, will be fixed in the update. Next update coming soon

yes, by default the checkbox is turned on and game saves every turn, but i think i have to make that more clear anyway.

Btw next update coming end of the week. Lots of balancing changes to counterbalance the RNG. Curious about your opinion

ok strange. Did you uncheck the „unforgiving“ mode in the options? And using the restart level button or going back to the start menu and then play/continue? Thanks for your help!

hi, thanks for the report, i‘ll investigate

haha nice one, that is an interesting combination!

yes unfortunately optimizing html5 for mobile is quite a pain in the neck :) for the moment my priority lies on more content & balancing, but i‘ll see if can do something about it later

haha yes I totally forgot to implement something in case no upgradeable cards are in hand

not good. Thanks for the bug report, that helps a lot

Hi Kosstick, thanks for your feedback. I‘m working on a big balancing patch right now, which will address this issue. But yeah at the moment these free cards are way to powerfull.

Spoiler alarm: the smith upgrade card will become more usefull too ;)

ah, totally missed that one. Thanks for reporting

fixed for next update, thanks. Every minor detail matters ;)

yep, thats a good take

:-) fair enough.  I think i will leave it for now (as there is no ascension 11 yet anyway) but i’ll get back to it later

Thanks for the feedback, glad you like it! Quite happy how it turned out

hey, thank you so much for your feedback. Yeah trust me I'm really looking forward to adding more content, but this was an important update for me as I have a good foundation now.

Congrats on reaching Ascension 10 so fast btw. But yes, difficulty here could be a little too high. Definitely need to readjust..

thanks for the bugreport, hope I can fix it already tomorrow

:) if only it was so easy in real life..

I'm not sure yet, too. It kind of breaks the game, but on the other hand its really satisfying pulling this of.

Will monitor if its still doable when I increase the cardpool

hi, thanks for your feedback! I'm in the final stages of the next update & happy to tell you that the "focus" card has been completely reworked. Sorry about that ;)

You raise a good point here about the difficulty. I think it has to do with the artifacts and their snowball effect & will address this in one of the next updates!

Hey, thank you for tuning in again. This is perfect feedback, hearing different opinions. My current plan is as follows:

Default setting options: ‚unforgiving‘ (game saves every turn) if you uncheck game saves at the start of fight only. ‚Unforgiving‘ -> get a ,flawless victory‘ badge at the end of the run.

Hardcore mode: unforgiving+no perks (just wanna see if players like this mode at all and if its even possible)

Hope everyone likes this approach, as it gives me a lot of flexibility and options for achievements later on

yep, we‘re on the same page. Will implement #1. Next update coming somewhere early next week

hi, thanks for the feedback, that's a very good point and I'm happy to adjust.

There are a couple of options I could implement, would love to hear everybody's opinion!

1) go back to previous save system & add a new hardcore mode with the new system (maybe even without the perks)

2) add a once per run "restart the fight" option like the freeze card

3) leave as it is & somehow adjust difficulty/RNG

4) add a perk that lets you restart the fight at any time

yeah i‘m totally aware of the misclicks (happens to me too) and i think i finally found a good solution. Stay tuned for the update early next week.

thank you! Yes that would make a cool feature

great ideas!

you‘re right, that doesn‘t make sense this way

Probably caused by the new save system, i‘ll fix that, thanks

oh no, this big haunts me. But i just got an idea what might cause it..

thanks, yes i will try out a few other options in the next days/weeks

thank you so much for your support!

i tried :) good to know, thanks!

The biggest problem might be that i edit and test the windows standalone version and in the final step compile for the web version. Think i need to change my whole testing approach

Valid point, thanks for the feedback

hi, thank you so much! Damn ok i know where i made the mistake, will be fixed next week!

Your feedback is very welcome. I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?

I do like your idea, but when the player draws cards during the turn, i do need some card movement at latest.. 

so the bug I found was related to discarding a card at the start of the turn (glove or enemy attack) which then could override the "start turn" animation. Resulting in not starting the turn properly. Hope it's solved now. Next update this week

that‘s by far the strangest bug.. but i will find it ;)

good catch

perfect, thank you! Will be fixed in the next update

hmm actually it works as intendent, but I never descripted it properly. Will add this. Player shield only lasts for one turn, otherwise the shield card would be a little overpowered..

thanks

Absolutely, I didn‘t expect someone to fill the whole row :)