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hygge

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A member registered Mar 31, 2019

Recent community posts

(8 edits)

> Did you check the log? There are many effects that subtract from the search result.

Sorry, I tried to correct myself with a (too-late) edit! What I mistook for a bug was actually the game working exactly as intended. 

1) My edit also had a question on how to use the artifact abilities (ex. the seal - do I click the artifact box before or after entering the search screen to ignore the event?). It would be nice after each description if it said something like (passive) (active, one time use) (active, once per combat), etc.

2) Are the region monster charts missing? (Ex. to know where (s) monsters are)

3) Finally, if you wanted everything self-contained you could have a "?" tab to put the manual text within the game itself. 

That's all I have to say, I'll check out the BGG forums for some strategy tips!

(9 edits)

No problem. I've been replaying the game with the default 15 days with the hopes of beating it "for real".  Here's my thoughts on each phase:

Searching: It takes me on average about 4 times to get an artifact from each location. One bad search can result in losing a few HP in combat resulting in more lost days. Definitely the hardest part for me. I have not yet successfully received a treasure. For one-use artifacts (ex. the seals ability to ignore the event) do you click it to use the power?

Activating artifacts: My favorite phase. Most artifacts are activated on the first try, and almost always by the second try.

Linking artifacts: Tough, especially with the limited waste basket. The average of my links is normally around 2.5. If you attempt a link with a full waste basket, it's very easy to get screwed with a large value.

Final activation: Currently, it's only possible to win if the average link is 2 or less  (totaling 12) since you can't discount from your extra HP. Extremely hard as is (my only victory was having to tie a challenge roll of 12). Being able to discount HP will definitely help if implemented. Or having 3 dice. 

Note: If this game is just a port, there's no point griping about the difficulty to you :P

---------------------

Possible bugs: 

If you immediately click the dice after killing an enemy, it enters another round of combat. It appears that the enemy will (re)die after this extra roll no matter what, and you won't get 2x the components, but you can take additional damage.

There's been a few times where my search result should have been between 005-001 but it has given me 000 resulting in an activated artifact. This was due to a good fortune event or artifact power that I didn't notice. 

(Corrected the bit about the 13+ final activation roll being an endless loop, thanks. I had a couple hundred days from my negative expert mode value so I had to refresh instead of burning through the rest of the days :P )

----------------------

All of that said, I've been having a lot of fun with the game. I'm sure that planning an optimal route based on which artifacts/treasures you have,  smart use of tools, and rolling strategy will definitely shave some days off the average run. What % of runs do you think are successful btw? 

(2 edits)

So cool! It was really fun to read through the manual and make sense of the various phases of the game

As intended, this game is HARD. It is a tight race against the clock, and a successful run requires a great deal of skill and luck. 

While I was learning, I set the expert difficulty to a negative number (giving me extra days) which was nice to have. There is one part that confused me. Just before the final activation, the player should be able to spend their remaining hit points to lower the difficulty of the final roll, yet I appear unable to. Is there somewhere to click?

Also dying in the final activation does not end the game, but rather the player revives with full HP and possibly lost days. This results in an endless loop if the roll difficulty is over 13+. (edit: see response)

If this is a straight remake of the 2010 game, then my opinions aren't needed, but if not, there's a few things I could suggest for both balancing and UI.

(1 edit)

Wow! I am shocked by the quality of this game; the graphics and quality are so smooth.

For the record, I'm playing with a touchpad right now so I'll update this once I play more with a mouse. I did notice if you're holding A or D while right-clicking, you can't use the jetpack, but that's probably a quirk of using a laptop. 

Also I'm assuming it's intentional that if you saturate a wall with gel, some will come bouncing back at you. Adds to the challenge. 

I'm excited to see how challenging the world becomes and how scarce the resources are. Hoping that I won't be punished too much for using fuel, as it's fun to aimlessly explore. 

Some really clever levels! I like that you kept the graphics simple and focused on creating fun gameplay. I would definitely play more levels.


The biggest struggle for me was the controls in this game. It was hard to switch between A/D/space for movement, hitting Enter for portals, and clicking the screen for dialogue. I would remove having to use click/enter completely. 


Instead, you could go into portals and skip dialogue by pressing "S/down" for example, and you could jump by pressing  "W/up".


That way, all of your controls are either A/S/W/D or Left/Up/Down/Right. Much more compact and intuitive.

(5 edits)

I have been having a blast with this so far. This game involved an extensive amount of note-taking and hit a perfect level of challenge. 

I also had the black screen bug on a certain system but you addressed that in another comment. 

*BEGIN SPOILERS*

I have finished 3 endings (both choices in the Spire and 1 in Escalation). I was surprised that the player receives the same prompt despite what their choice is in the Spire. It sort of took away the significance of making a choice. I would have liked to hear more detail about the results of each particular choice. 

Any endings I missed?

(3 edits)

Really great game! I love the aesthetics. 

*spoilers*

I felt like the accessing G0ldF$h and Rick were a little too easy, the former just gave you the password straight up without having to decypher anything. 


Unfortunately the UI is broken at a certain challenge level and I'm unable to continue. In level6 of challengepack2, when reading the helpdoc (for the HIDE2 cipher), the text does not completely fit on the screen. It cuts off after "Then add them up horizontally and you would".There is no way to scroll down to read the rest of the document (and thus know how to finish the cipher). I max-zoomed out in the chrome tab and could see a few more lines up text, but still not enough to know the next step.


For what I'm able to read, I took (171,1) (86,2) (217,4) (96,8) (150,16) and split them into standard (171,86,217,4,96) and result (1,2,4,8,16). The result translates to 1(1), 2(10), 4(100), 8(1000), 16(10000). The result lined-up looks like:

0 0 0 0 1

0 0 0 1 0

0 0 1 0 0

0 1 0 0 0

1 0 0 0 0

Filling in the standard:

0 0 0 0 150

0 0 0 96 0 

0 0 217 0 0

0 86 0 0 0

171 0 0 0 0

Adding horizontally gives a 5 number string

150 96 217 86 171

and that's all the instructions give

(10 edits)

***BEGIN SPOILER***

 Makes sense! I just figured out how in my last playthrough. The dialogue with the leftmost characters was funny after breaking the sequence but no ending yet - Assuming I'll have to get that fireguy to step off the teleporter. I'll keep experimenting. 


I found out that you can sometimes infinite jump while holding an item and spamming throw while doublejumping (not sure if intended versus stone-skip-jump method of crossing early).


 Another potential bug: If you try the stone solution before talking to the "psshht" rock - sometimes it doesn't work. Exiting the cave afterwards shows a new stone solution on the wall which will then work. Maybe intended?


Finally a "comfort suggestion" - to make the dance inputs </> or E/F instead of 1/2 for intuitiveness and less controls. Or just show that NUM 1&2 are needed on the controls main menu screen.

***END SPOILER***

(4 edits)

Also, there a few very minor suggestions / things I noticed. 

1) When the player jumps into an edge or walks into a wall, sometimes the entire screen shakes - this is especially noticeable in the clouds.

2) Key remapping would be nice. I ended up liking the E/F/space placement, but another "classic" mapping could be Z(action), X(throw), UP(jump), DOWN (enter door)

3) Any keys held down while entering a door are cancelled. (Example: holding right to walk and entering a door results in the player standing still on the other side, forcing the player to release the key and repress it to begin walking again. Really doesn't affect gameplay but transitions felt less "smooth" 

*spoilers*

3) The throwing hand's instructions for bringing things through doors could be even more dummy proof (AKA dummies like me). Something along the lines of "Throw the item. While the item is still in the air, press to enter the door. Quickly catch the item before completely going through the door" 

(18 edits)

 Loving the dialogue and creepy undertones that this game has. The man in the cave was my favorite character! I've gotten two endings but can't seem to figure out the third, does it by any chance... 

***BEGIN SPOILERS****
I've tried giving the skull to various characters, planting the skull, and burning the acorn, but nothing seems to work
***END SPOILERS***

(P.S. how cover up the text as spoilers? I will edit my comment once I know)

This was a lot of fun to play! 

It definitely felt hectic at first trying to learn all the mechanics of the game while trying to survive, but maybe that was intended. The game is 2 years old but here are my comments anyways:

1) Hover-over tooltips for each element would be nice, or a small tutorial.

2) It's unclear at first which elements are clickable, perhaps have a yellow border around those buttons. 

3) On the first screen, you could combine the stats for the bitcoin miner into one box so there is less clutter. For example the box could say: 

Current: 0.003 B/click

Upgrade: + 0.001 B/click

Cost: $14


4) It appears the "saw+hammer" button and the "toolbox" button bring you to the same screen, so you only need one button. 

5) In the toolbox screen, the two "L" shaped buttons seem unnecessary. Instead, if you click something to upgrade, there can be a confirmation screen to upgrade it, or simply double click. 

6) For the stats at the top left. I'm assuming the star is your level? I don't think it affects anything (other than unlocking a button), also you can just name it LVL to make more sense. 

7) The ATK and DEF stats aren't clear as to how much they help. I'm not sure how much better 4 ATK is than 2, for example. If the enemies were displayed when exploring the town, it may be more clear (to see how much I'm hurting them and how much my armor is helping defend).

8) The gameplay is at a really good level of difficulty at the beginning, constantly managing hunger and health. After a few bag upgrades, there is no real threat of dying. I maxed out the bag and sword, with a few points in the CPU and armor. 18 levels seems like quite a grind but could be useful if there was more content.

9) If you ever decided to add content, it would be cool if each area had different % chance of getting each item. Maybe one area has more tools but harder enemies. Visualizing enemy fights would be a big improvement. 

(3 edits)

Fun! This was definitely more reaction-time oriented than the first game, but there is still the puzzle aspect alongside it.


 I think there's a lot more mechanics involving the blocks that you can add if you decide to make more of these games. One way blocks, gravity flipping, bouncy blocks, elevator blocks, pushable blocks, blocks that fall down one level every time you jump on them, etc.

 Also more enemy types - like one that shoots block-destroying projectiles but only if you alert it,  a turtle enemy that can be stood on if you come from behind, but is spiky if you come from the front, a moving enemy that turns blocks into coins, etc.

And things like different colored keys or new obstacles guarding the chest.


Something that would be nice is knowing both scores needed to beat a level beforehand, instead of the ??? . Buuuut I can see that his might give players too much of a hint, as it sort of tells how many of each block need to be used to get that score. So maybe its fine for the player to figure it out themselves.

*spoilers*

That makes sense! I think it's impressive enough to make the narrative as logical as it is when time travel is involved. 

To clarify, I "won" with: Code1: "Both are same" Code2: "Both are same" Code3 "Player I same" which probably shouldn't have worked. 

A few other minor things:

1. 

At the very beginning, you have a conversation with Pigeon that goes Pigeon - "Yes, since we won't have time to deliberate. It's a very structured conversation."  Player - "They?"

The player's response here doesn't make sense, since there is no "they" to ask about. Maybe the player could say "Deliberate what?" or "We?"


2. 

Perhaps you can bold the parts of dialogue when the characters tell you what the code should be used for, for example: 

Pigeon - Using the code, you need to let me know how you feel.

Pleasance - Use the code to tell me anything Pigeon tells you about the vote.

This may be easier for players, and would also be nice to show the players response to reference when scrolling up through past dialogue (for example, if we agreed on "use the first letters" or "use the last letters")


3.

The circles at the bottom could be more intuitive too, perhaps by giving them all days of the week, and leaving the past meetings as "?" before you unlock them. So it would look like (from left to right)

Monday: "?" -> changes to "Secret meeting with Pigeon"

Tuesday: "?" -> changes to "Secret meeting with "Pleasance"

Wednesday: Meeting of the delegates

Thursday : VOTING DAY

Friday: Now

(6 edits)

Insanely creative concept, I could totally see a longer story based on this mechanic!


One thing that would be nice is a button to speed up the text between player inputs. After a few resets, the conversations feel slow when I already know what they're going to say.


*SPOILERS BELOW* (seriously for those looking for hints; it's worth it to keep trying until you figure it out)

SPOILERS //

From a lore standpoint, I'm having trouble understanding Pleasance's motivations. He cancels the referendum if you tell him you know the results, but he is okay with it if you tell him "referendum is meaningless" in code, since he knows I'll fade away. Why wouldn't he be just as upset and cancel the vote?


Also I'm confused as to why there are 3 code outputs at the end. I "won" with Code 3 being random words. (maybe a bug? I know you can also make all three codes the same) I now see that Code1 changes to represent Pigeon wanting to know the codes are the same, instead of before wanting to know how I was, but there is no  prompt to signify this. I thought the message for Pigeon (t-4 days) would be put in Code 3.

It would be more intuitive if it just said "Code for Pigeon" and "Code for Pleasance" at the bottom, with no third output. 


Hypothetically, it would be cool if all 3 outputs had to mean something at the end. For example if:

Code1: for telling Pigeon (t-2 days) that I'm not okay or that I'm confused

Code2: for telling Pleasance that the codes are the same

Code3: for telling Pigeon (t-4 days) that the codes are the same

Since it wouldn't make sense to tell Pigeon(t-2) and (t-4) different things since they're the same person, maybe Code3 pigeon could be some kind of clone from a time travel paradox, who is remotely listening to the final conversation between the characters. The motivations of each would have to be tweaked for this to make sense. 

// SPOILERS ENDED

(2 edits)

When do you recon that the content reaches its end?

*SPOILERS below* 

I've gotten to Imp H and realized that the portraits for the imps are being reused. Does this mean there is no change in mechanics - or and end -  after this point? Just curious; I'm still having a lot of fun. 

Everything I've played so far has been really great. The unfolding mechanics keep the game fresh, and progress is made up quickly after mini-prestiges so that they feel worth it, rather than a way to drag out content. 

This is a really special game and it's a shame that Kongregate isn't accepting any more because I'm sure many people would enjoy it as well! 

Really fun for the parts that I managed to get to!   


I made it to the big surprise on the left. I really like how each direction had a different difficulty level, sort of nudging the player to start with the right path.


My playtime was about 90 minutes, yet even with the upgrades, there wasn't enough noticeable boost to the distance I was able to cover to feel rewarding. Upgrades start to get very expensive for just a little boost. Would have been nicer if each upgrade gave more of an increase in O2, light, etc. Just too grindy right now - especially the rare drops.


Also the movement felt a little "sticky", trying to navigate through tight corridors - often hitting the corner of ledges and falling down - and frequently losing all momentum. Would feel better with less of a momentum lag when running from a stopped position. Or have more open corridors that are more forgiving. 

All in all it was very fun

So much fun!


Great work on the graphics and puzzles. I also enjoyed how characters/signs around town gave hints for what to do when stuck. 

It would have been nice to have a short description for each item - at least saying what they were. Luckily, some people in the village would explain what some of the items did. When hovering over - it could say "boots", or even more "boots - these could be used to step on thorns". It would have also been nice to make the cracks in the walls more visible for using bombs on. There were a few dialogues that used the wrong verb tense or spelling in English, but everything was understandable. 

Hardest part for me was figuring out where the yellow key was until I made sense of that map. The glitch effect was so cool - as well as the different dialogue options each villager had at the end. 

Nice job!!

(1 edit)

Nice challenging game! 

I wish there was some sort of checkpoint system - having to redo everything gets frustrating after a few times. Movement also felt a little too slow (even with the bionic legs) including all the faceplants. Other than that I enjoyed it.

(4 edits)

*spoilers*

Got in the tunnel! I tried calling the bird over to ride over the waterfall-pit but no luck crossing yet. I did potentially discover a bug. Upon returning to PUIJJO from the HUOM screen, the top bird was permanently gone (see imgur link).  I'll see if it's reproducible.

   There is a little "air shaft" in the secret tunnel that leads up....maybe I'll jump up, land on the bird, and jump again to the screen above PUIJJO. To be determined...

 https://imgur.com/a/M8iEJWx

I take back my comment about the controls. After playing more and getting the hang of things, I think it's at a good level of difficulty. Since there's no enemies, there should be a challenge somewhere, and completing some of the harder jumps is definitely rewarding! 

(2 edits)

follow up:

*spoilers*


I found the three hatty mushrooms, lured the worm into the lake to head back towards the start (though I couldn't scan the starting "tombstone"), scanned the dandelion/maskros and Mt. Sus, scanned the cat and snow clouds.

1. Can the player make it into the hole next to Mt. Sus?

2. I managed to get into the secret tunnel where the bird flies into on the screen below the dandilion (Pujjio?). I ended up falling and couldn't get into the tunnel again, but is there anything to discover right now in there? 

3. Can the player make the jump to reach the cat?

4. Anything else that I missed?

The visuals of scanning things is so cool! It was a joy to play. 


I like how the theme is "peaceful" where you don't fight any enemies, but instead explore the map and document the wildlife. 

The snail shortcuts are a great idea and I hope you continue with that. Sometimes with games, the map is so expansive that it's hard to remember which places I have visited. Seeing the snails helps me remember that I unlocked that part. A very simple minimap showing which screen the player is in could be nice, but wasn't necessary.


If possible, I would make the secret tunnels more apparent when scanning, as sometimes it's hard to see clearly when all the blocks are flashing.


The movement is a bit "slippery" too, which makes some jumps difficult. Having the character stop as soon as the move button is released would help this. Right now, the character seems to slide, or carry their momentum. 


Interesting mechanic where scanning an animal for enough time will freeze it in place. Could see this integrated into the platforming but it would be hard to time in it's current state. 


When scanning and pressing the jump button, I see my character "phasing" upwards, like it's showing my future path if I again press the jump button. I wasn't sure if this was a special mechanic or not, which was a little confusing, but it seems like it's just for visual sake. 


Too bad I couldn't leave the end screen since I wanted to explore more. It seems like this was intended so I'm looking forward to more!


Very excited to see where you take this game. 

Awesome idea,

I'm not sure if this was intended or not, but a pixel on the stone border changes if you're in that row, giving away your location even when invisible. 


For example, hold the right arrow and look at the left side of the screen and you can see one of the pixels appear and disappear in the stone in the row you're in.


Because of this giving away my location, it removes the challenge of the game and I don't want to continue. I would absolutely try to beat all the levels if this was fixed!

5/5 So much fun! I loved the extra challenge of going back to get the perfect cleared on all levels after beating the game. 


There were a few that relied on pure reaction time (especially with the birds and some of the jumps involving ceiling spikes) but most levels required thinking outside of the box to save the most coins. Very smooth controls and nice graphics (reminded me of Forager). Would love to see more tools and enemy types if you add on to the game in the future. 

Super fun! I loved how each weapon had a different play style, and that you had to swap back and forth between weapons to unlock different parts of the map. 

Difficulty was at a good level for me. I think it would be helpful to have a very small "mini-map" to show what room you're in, in relation to the game world. That way you can retrace your steps to find old weapons more easily, but it wasn't too hard without a map.

(1 edit)

Awesome all around! Hard but the perfect level of challenge. A few suggestions:


1. For those of us who speed through the dialogue without reading, I appreciate the characters giving a summary of what to do next when you re-talk to them. The only problem was re-talking to the blonde girl, who simply says "I'm on my way!". I did not know that she wanted me to go to the statue :P


2. Archers shoot a bit too fast when you move into their kill radius. I would have a slightly longer delay so that you can jump next to one to attack it without immediately getting hurt. All other enemies seemed fair.


3. Bonfires could stick-out a little more, since they are hard to see and I missed a few.


All in all, great work. Looking forward to more items, weapons, and enemies.

Awesome concept,

like others have said, the bar can be held indefinitely. Also, moving should be tighter. Currently, a single step to the right moves way too far, and I often found myself walking straight off edges when I want to simply move to the edge.

(3 edits)

Bug(?): 

Moving a splash piece onto an adjacent square currently does not kill cornered/against-the-wall goblins, even though they cannot "run away".  (Ex. moving to B1 with horizontal/vertical splash when goblin is A1)


Blightsack tooltip says that it leaves blight on all adjacent squares upon death, but only leaves it in diagonal squares. 

(I would personally rename blight to toxin/scourge/plague, as having blight matron, blightsack, and blight(power) can be confusing to refer to).  Also I think you could experiment with having the blightsack death effect only last one turn rather than be permanent. 


Request:

I like your idea of having hard unlockable dungeons. These could give permanent upgrades to a "campaign deck" that you have. 

Imagine a campaign where you start with a completely vanilla deck, and continue with the same coin/upgrade system as in this game, but is initially too difficult to beat all floors/worlds. Once you lose, you have to start the campaign from the beginning. By doing hard side dungeons, you can unlock bonuses to this deck whereupon restarting the campaign, your deck is stronger to eventually make it to the end of the campaign/world.

Bonuses ideas:

start campaign with +1 heart  (passive)

all power-ups cost 1 less coin (passive)

+1 coin per floor (passive)

start campaign with an additional splash/shield/cantrip power on a piece (passive)


These bonuses to the campaign deck can either be "beat this hard side dungeon and get permanently get this power-up", or could be "you beat 7 floors on this run of the campaign, you get 7 shop tokens to spend in the upgrade store tab".

The campaign over world could be similar to Mario, and once you reach the end of the world, you receive a checkpoint and the next loss restarts the campaign at  lvl 2-1 instead of lvl 1-1.


Just spit balling ideas here, easier to imagine than to implement. Not expecting anything of the sorts! 

(1 edit)

Cheers! 

That video was really fascinating and changed my outlook on how I should be approaching the game (and perhaps games in general).  

A lot of the criticisms of my initial reaction were definitely a knee-jerk response of seeing something so new compared to what I was used to, and the more I play, the more I like the upgrades you made. Hopefully I didn't come off as negative, you clearly know what you're doing and I appreciate how responsive you are with the community. 


I will definitely be purchasing the game when it makes its way to Steam! 

(10 edits)

Really excited when I saw the update! I've been following the classic version for a while now. For the record - pawnbarian was my most played game of the past 5+ months.


I'll be playing this a lot and will give a in depth opinion later but here are my first impressions:


1. The new UI is very sleek - especially the hit markers (markings on each square showing how much you'll get hit).  Awesome to see where your pieces will land too depending on where you point the movement wheel. 

2. The added variety of enemies is nice. Interesting change that blightsacks no longer damage the space they are killed on. Goblins are aptly described - annoying. Not sure if these new enemies are "fun" yet.

3. The coin system is hard to get used to - I'm not sure if I'm a fan (yet). Especially with the goblins that take many turns to kill - it seems very unlikely to end a round with any coins left. The coin system rewards "speed running" each floor, while in the classic version, a lot of the fun was slow and careful positioning until the enemy is in the corner, for instance.  It feels like the player is being punished for being methodical. 

5. I really don't like only having 3 cards per hand, compared to the usual 4. A lot less strategy available. 

6. I do miss the simple "heart vs piece" option at the end of every level like in the classic version, mostly because I enjoyed heart-only runs or piece-only runs, but I may get used to it after playing this more. 

7. The blight trail left by the Blight Matron is really overpowered. Once again rewards "speedrunning" levels, and after a few turns the entire board is ruined. Especially OP when paired with goblins. 

Awesome game, I would definitely play more levels. 

I think that the level should auto-restart, or *press any key* to restart for ease.


The symbols should be explained, for example the save function, I didn't realize what it did until the last level.


Is it possible to soft-lock? Since restarting brings you back to your last save, I was worried about this, but it seems like the levels are designed so you're always making progress and can't get stuck on an island.

For those of you that need a hint with the first password: Look at which game jam this was submitted under.

I would like to have the arrow keys work for movement too, as this is much easier for myself and I'm assuming other left handed players.

You should have key rebindings. If I have a hand on the mouse and the other on WASD, it's hard to press space to dodge. I recommend dodge being right click.

Is there a walkthrough available for this game? I'm specifically stuck with a note given by a certain companion after feeding him.

(2 edits)

Awesome game, I've been coming back to it for weeks now.  For a challenge, I've tried different game modes. You could add these as achievements for beating with these restructions:


1. Only pick hearts (more strategy when positioning as half of your hand is pawns) 

2. Only pick pieces (pretty easy until the last few levels)

3. Only pick pieces and finish a run without losing a heart (pretty hard)

4. Only pick hearts and finish a run without losing a heart (Haven't beat it like this yet, takes a lot of RNG)


A lot of people get confused about which spaces the enemies attack. I don't think it can be a simple hover-over tooltip as the hit markers also change when some enemies die. I think a solution to this would be to have a toolbar where you can read about each enemy, or just put an infographic in the description of your game to refer to.


The game seems perfect as it is, I would enjoy more levels (some having obstacles that can't be removed for example), possibly different map shapes, different enemies, different game pieces (a random card that changes every turn) and different bosses. More ideas include a timed mode (either a certain amount of time per turn or per level). I have more suggestions that should be easy to implement. 


You could even have power-ups, such as a one-turn shield, or have your piece attack in a square around the player. These powerups can be offered after beating a level as a third option, rather than choosing a piece or a heart. They would act as playable cards from your hand.


Also personally, I really enjoy the look of the game pieces more in this demo than in the updates you've been posting on Twitter (no offence). The demo's graphics are sleeker, more compact, and honestly look more finished.


 Just my opinion. I don't think you need to spend a lot of time on graphics, but rather in more variety in the game.

(5 edits)

Of all the deckbuilding games on itch.io, this is definitely my favorite. The cost/power ratio of the cards is very well thought out, and I enjoy the strategy between building a low vs high cost deck. I hope you make this into a mobile game!

Some random thoughts/suggestions:

1. 

Once I have bought all the cards, I have a bunch of coins saved up with nothing to do. Perhaps have the character skins (in profile) cost coins, or have an unlockable recoloring of the background.


2.

Achievements would be nice to have in the future. Not just simply "kill x amount of a certain monster" but have achievements provide challenge such as "reach 20 attack in a game" or "complete a run without losing health" or "spend x energy in one run" or "kill every monster (with health) in one run using weapons" or "only use cards costing 5 energy or less in one run" or "win 5 runs in a row".  These achievements should inspire different deck builds and adds replayability. 

Maybe have a gamemode with 2x the deck size or somehow incorporate different "levels" that you progress through.

3.

Speaking of replayability, it may be possible to add different player classes that would either start with different stats or have different restrictions. (Ex. a class that cannot gain more than 3/5 health but all weapon cards have double effects) 


4. 

Have a "beastiary" button that shows a collection of the monsters. This would help when deck building and understanding some of the card effects.The bard card, for example, references the rogue monster, but players have no idea what the rogue monster does until they encounter one in a game. There are other cards too that reference monsters/hazards in their description that could be reworded.

5.

A few of the card wordings are unintuitive. Last stand says that it plays from the deck, but it will also trigger from the discard pile (a good thing). Would also be nice to have a "status" bar to see which react cards are waiting to be triggered so I don't have to keep a mental note that a bard/last stand is in my discard pile. 

Robes of faith should be reworded. "Prayers will always be answered" makes sense once you understand the game, but maybe reword or change mechanic so that prayer cards always roll the highest amount. This will make the card worth it (currently one of the weaker cards).

Bandit king wording should be reworded.

Hardcore game mode should have a description (are there more hazard cards or are enemies stronger?)

What is the "A" in the corner of some cards? Perhaps it is obvious and I don't realize; I have been playing perfectly fine without knowing.

The pass button colors are confusing at first. The grey and blue colors should be switched so that blue means you can trigger pass and grey means it is "greyed out" and unable to be used.

6. 

Cards should have a different color depending on their class. (Ex. all react cards, all alchemy cards, etc).


7.

Cards that could be buffed:

Bard:not worth taking up a constructed deck slot, should change to normal card that costs energy that removes all rogues.

Death: could also add attack when triggered.

Ring of reflexes: not enough react cards to make it interesting

Bandit king: cost should be lower, since you are only getting 6-12 attack from killing the bandits after. Weak compared to other high cost weapons. 

Life: Does not work after using death (ironically), meaning the +10 health doesn't add.

Ring of curses / Staff of curses: seems like cost should be lower, but I haven't used them very much to say if they are balanced. 

Skeleton key: cost could be lower. Again, I haven't used this one much so it could be overpowered in certain builds.


8.

My favorite mechanics/cards:

Lucky clover: Building up a high energy base and using this card 6+ times in a game is very fun. 

I enjoy the RNG of the rewards with Armory, Summoning, and Ring of Wealth/Fortune.

Staff of charming: very cool concept

Sword of sacrifice: fun to decide whether it is worth it to make the sacrifice or not. I would love more sacrifice cards in the game. 

Boots of silence/Robes of stealth: strong cards and fun to use.


9.

My current build. Goal is to build up energy quickly to trigger the strong cards (armory, lucky clover+reward). Once these have been used, trigger "Life" as the win condition near the end of the deck to tank any remaining monsters if I have no attack. This build may need another early game card.

Last Stand 

Mushroom, Loaf of bread (health to stay alive before getting armory)

Energy tome x2 (to build up energy quickly)

Boots of silence x2 (to remove curses, poison, rogues)

Lucky clover: fun and powerful when having a high energy pool to use the rewards

Armory: enough attack cards for the rest of the deck

Life: enough life to survive the rest of the deck





Like I said, this game is incredible, thanks for making it.