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Inkxi

21
Posts
8
Topics
A member registered 10 days ago

Recent community posts

(Edited 2 times)
I'd like an option to decrease the time required to hover over a card before the large version pops up. It feels very slow right now. This MAY be because I am playing on an old Mac mini / potato, but everything else feels so smooth, I don't think that's the case.
It is currently set to 0.75 seconds but will be reduced to 0.5 seconds in the next major update. I am also considering shifting the display of the card away from the pointer.

I'd rather the tooltip never showed up when you are hovering above a card, I would much rather use the right mouse button to bring up the tooltip / big version.   

Really I basically never want the bigger version.  I already know what the cards and abilities do, and I can read them all fine on the smaller version.  Its easier to select and deselect cards when a tooltip isn't in the way.

Posted in Combat Caches

I get all of them.  The only time I don't get them, is when the enemy runs away before I get to attack them.  I kill them before I start killing the enemy.

The one I don't get, is the one that gives me +1 momentum in battle.  I usually don't care about this one at all.  It is not worth wasting an attack on.

Priorities:

  1. Kill enemy followers
  2. Get crates
  3. Kill enemy
Difficulty - 
I think the difficulty level of the game is pretty tough as of now. I know its a rougelike and its supposed to be challenging but i think the AI difficulty level scales up considerably once you get to the second map and becomes REALLY hard. I've played this game about 8 times and have only finished till the end of the early access campaign twice.  60% on losses due to resources, 40% due to battle.

Interesting.  I think this game is easy right now.  I've played the first 2 levels a ton of times, and maps 3+4 a ton of times, and I have yet to die or lose a battle.   I don't even have to heal, and I finish the game fine.  Its good that the dev gets feedback like yours, if the dev only gets feedback from people like me, then he'd probably be tempted to ramp up the difficulty a lot.



Sometimes when starting a few of the first points on the map the "enter combat mode" screen freezes which forces the player to exit to the menu manually. When trying to load from this position, the save state is corrupted, not allowing you to pick up where you left off. If you had a good start, this can be a bummer. Probably a bug but i figured was worth mentioning. Otherwise, after the first couple of points of the map are reached, this doesn't happen at all and saving works fine.

I've never had this happen.  Sounds like its specific to your system.   Maybe send him a bug report, with some game logs?



Overall I'm really LOVING the game though. I never leave feedback like this for games in dev but i can see myself playing this game a lot upon its final release. Really excited to see the final product and evolution of the game!

Me too.

Suggestion:

At the bottom of screen where it shows the followers, make critically wounded followers (3 wounds) stand out more.

Right now there are 3 shades of red.  This looks nice, but it is very hard to tell the difference between the shading.  Like when you have some followers with 1 wound and one follower with 2 wounds, I go and see if that follower has 3 wounds.   When you don't have all 3 shadings showing up, its sometimes hard to know which ones are there.  

Mostly I want to just easily see if there is a critically wounded one, so I know to swap them out.

Posted in Card Ideas
(Edited 4 times)
The most obvious ones are probably some simple "gain keyword X" cards. These would need to be valuable enough to see play though, and there's already criticism for the existing Gain Taunt cards.


I like the idea of cards that give abilities.  The criticism for the Gain Taunt cards, is there, because Taunt is pretty much unimportant in the game right now.

Taunt is not really working to "protect" your low HP cards.  The Taunt follower with its large HP pool is supposed to protect your other low HP followers that have lots of attack strength or special abilities.

But the problem is threefold: 

  1. The enemy decks have tons of small direct damage cards.  They don't need to kill your Taunt follower to get to the 6/2 follower, they just murder your 6/2 follower with a simple direct damage card.
  2. The other followers you have, don't have abilities that make them especially important to have on the board.  (There are things like First Strike, that you would want to protect, but you rarely even have these cards)
  3. I never lose board control.  Well, almost never.   When I end my turn, the enemy followers are always dead or pose no threat, and I have followers on the board.  So why would I need Taunt, when followers won't be attacking next turn.  There are not many units that can attack on the turn they get into play.


Playing cards like Berserker and a Taunt card to keep the enemy followers away, is not a viable strategy.   Followers with 2 HP still have a very low chance of survival.

Followers with 1 HP  - Extremely iffy survival

Followers with 2 HP - Small chance of survival.     There are still 5 different cards in enemy decks that do 2 damage.  (if not more)

Followers with 3 HP - Decent chance of survival.    3 HP is ideal right now.   Yes, they can still get removed by some of the bigger damage cards, but enemies will have to pay the price.   Bigger removal cards cost a good amount of momentum, and you will feel perfectly happy when an enemy uses a Rend card, just to remove your 2/3 Initiate follower.


I just found a new Rare follower, that i have never seen before!   Here it is:


As the game is right now, I would not play this card.

  1. It gives Taunt, which I don't need.  
  2. It has only 2 HP     (survival chance of a 4 momentum drop is important)

So basically I will be putting this follower into the T3 group in my Cards and Strategies thread.


Edit: My evaluation my be wrong if you get tons of cards later that combo with Taunt cards, then Taunt may act a bit like Armor, setting up combos.  (Armor also has some synergistic cards)

Posted in Nowhere Mode
(Edited 2 times)
But on the other hand, hacking something in there for endless testing might be an idea. But still, I'd like to stick to the game as is for now and concentrate on the content. And the next major release will add another map.


If it doesn't take long to put in, it would be great to have for now.   Maybe a "Continue at the beginning" button at the "First Access" end screen, and your character gets plopped back into the 1st map.  Dunno how much work that would take.  If it takes a significant time to implement, then it is probably not worth it for you.

Posted in Card Ideas
(Edited 1 time)

Leadership cards

Explosive Armor (1 momentum cost) - Lose all armor, deal damage equal to armor lost to target

Gauntlet Bash (2 momentum cost) - Gain 2 armor, deal 2 damage to target

Roulette (1 momentum cost) - Destroy a random follower

Posted in Nowhere Mode
(Edited 2 times)

Endless mode would be nice.  Right now, its very very hard to get away from the starter deck.  You basically spend most all of your time playing with the same starter deck followers.  There are other cards out there for you to discover, but since they rarely ever show up, the game will be finished before you can actually get totally away from your starter deck. (can never escape the starter leader cards)  Then you start a new game, and your deck is again the same.

I sometimes still cheat myself into levels 3 and 4 (sorry), just so I get to play longer.  The longer you play, the more you can really customize.  Some of my late game decks were really fun, because they were totally different than the starter deck.  

Of course the new starter class will also make the early game fun again.   But an endless mode would help too.  Even if it just gives you Pit Nine for every milestone.

Posted in Dev Update 001

I am super excited about other character classes, and having different followers at the start of the game.

Can't wait!

Posted in Regen
(Edited 3 times)

My ideas got shot down!   :D     

Abilities are hard to balance.


This requires putting that number somewhere easily visible on the follower - which I'd rather not do

I think it would look nice in the space between the Attack and HP.   Would make the attack-regen-hp look like a multicolored pill at the bottom of your follower  :D   But I can understand not wanting to change the game like that.


That would weaken the ability tremendously, I think probably make it useless? But it is an option.

Well you wouldn't have a momentum cost anymore.  Its a totally different kind of ability.  Your regen follower would no longer sit at 1HP endlessly.  An auto-healing ability is pretty favorable in my view.  I am pretty sure this auto-healing requiring 0 momentum, is stronger than 2 momentum cost on the regen that you have now.


I'm thinking an easy attempt at fixing it is raising the cost to a flat 2 Momentum. I'll give that a try.

As it is right now, to be relatively sure that it won't die, I leave 1 momentum unspent, per turn. (the enemy has still cleared my follower once or twice by using two damage cards)  Its the downside of regen, otherwise I can be pretty sure the enemy will clear my 1HP follower.   But leaving 2 Momentum unspent?  Just to make sure that my regen follower will survive 1 possible hit?  I doubt that I will do this.  The difference between 1 and 2 is too large.   It will even make me question whether I should even even attack a creature during my own turn, and spend 2 momentum for it.    But it is a fast fix, maybe it will work.

Created a new topic Regen
(Edited 2 times)

Regen is too strong.  Possible changes to Regen.


  1. Put a hard cap on how many times a follower can regenerate.  The card would say stuff like "Regen 2" or "Regen 1".  Basically a counter for how many times something can regenerate.  The number would just count down as they are used, so you can easily see what you have left.  This wouldn't really need a momentum cost anymore, though it could stay too.   Having a counter is not too convoluted, and can be easily explained.
  2. Have regenerate not save you from death.  Make it so regenerate just "regenerates health" over time.  For example like this: for every card you play, any followers with regenerate, gain 1 HP.  Or they just regenerate health per turn.
  3. Make it so it costs more, each time you regenerate.  This is not really my favorite solution, but it would solve the problem and still make sense.


I like the first one the most.

And then add cards like "Turn undead" - "follower gains Regen 2"

(Edited 1 time)

When using "Heal Wounds" to heal your followers, how many wounds does it actually heal?

I thought at first that it healed 1 wound on every follower.  But later on, when I had an insane amount of followers, I noticed that this is definitely not the case.  

I did 3 heals, and barely any of my followers got healed.  If it healed all of them of 1 wound each time, all of them would have been cured.

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

Flying units can't fly over their allied units, only over enemy units?  Seems a bit strange to me.

Created a new topic Cards and Strategies!
(Edited 40 times)
  • What are your favorite cards? 
  • What are the most overpowered cards?
  • Whats the best equipment?
  • What cards are terrible?
  • Have you made any fun decks?
  • Have you discovered some super rare card you have never seen before?

*work in progress*

General tips:

  • On your turn, don't be scared to hit followers that have First Strike.  That effect only applies on the enemy's turn.
  • Recycle cards until you are blue in the face.  You get to recycle one card per turn, why not use it and see if you can't get your favorite card.


These are the followers I have found (owned):




Rating the followers:  (I am only listing those that I have recruited)

T1 - the best
  • Zealot
  • Blue devil Recruit
  • Battlefield Medic
  • Wild Hand
  • Cleanser
  • Guard Recruiter
  • Black Star Saboteur
  • Worker Swarm
  • Tinkerer
  • Blue Devil Grunt
  • Enforcer
  • Chieftain
  • Scrap Artist  (eh, its a 7 drop, debatable whether its T1, when you barely ever get to use it in battle)



Zealot - I have built a whole deck around this one.  Gains power as you drop more followers.  Don't just dump it on the battlefield first turn, as a 2/2 it gets removed easily.  As a 3/3 it will usually stay.   (With certain equips, this follower led to a pretty invincible deck)

Blue Devil Recruit - I have built a whole deck around this one too.  Has regen.  All you have to do is buff it, and leave at least 1 momentum unused, so it can regenerate if the enemy uses a dmg card on it.  It tends to be the most invincible follower I have used.   (many buff cards are important to take advantage of this one)

Worker Swarm - Has regen.

Cleanser - Flying, regen, and good stats

Blue Devil Grunt - Has regen.

Wild Hand - You get it in your starter cards, and its the best 3 drop to start the battle with early on.

Guard Recruiter - 3 momentum cards are important, its how  you start a game.  3/3 is beefy enough to live past the opponent's turn.  And the ability gives you some card advantage.

Black Star Saboteur - So good.  The stats are good. The stealth is good.

Tinkerer - Good stats if you consider the added death summon.

Enforcer - A starter card that is one of the best followers in the game.  Destroys obstacles that block attack.  a 6/6 for a 5 drop?  its so powerful.  


T2 - the OK/Good

Everything not in the other lists


T3 - the bad
  • Ghram pup
  • Ghram rager
  • Jaroon Climber 
  • Razor
  • Heretic
  • Infiltrator
  • Shiram Acolite
  • Settler
  • Sweeper
  • Shifty Opportunist
  • Ascetic
  • Berserker
  • Shocktrooper
  • Warrior Monk

Its not that the low momentum cards on this list have terrible stats, but you start with 3 momentum, not 1 momentum.  3 momentum cards suddenly become really favorable.  With low momentum cards you are wasting a whole card, just to get a 2/1 on the board.   Maybe 1 momentum cards have a use somewhere, but I haven't found it.  (the huge exception is Blue Devil Recruit, regen is very good)

Heretic.  Not an exciting taunt card.  I like when the enemy plays it.   I don't like playing it myself.

Infiltrator.   It infiltrates the graveyard!    :D    by dying.   :(

Shiram Acolite.  It can't be targeted by the enemy leader cards.  But its the least juicy target on the board.  What are you going to doooo with it?  hehe.  I'd rather buff other things and it only has 1 attack.  So its good for standing around.

Settler.  He has Rage.  But with 2 health, he can't really rage.

Sweeper - Bad stats for a 4 drop.  I'd much rather have a Bleakrider.  Flying is relatively unimportant.

Veteran Slaver - Has 2 HP.  Anything with 2 HP probably won't survive.  Investing 4 momentum in a follower that will most likely get easily removed, is not worth it.

Shifty Opportunist.  It looks like a good card, but when you play it, you realize it doesn't ever really become awesome.  Too many of your own units need to die, for it to go off...  and the enemy knows it, and kills it first.

Ascetic.  Much like Shifty Opportunist, its playable... but it just doesn't make me happy.   This card is almost in the OK pile.   I just don't like it, and i always get like 6 copies of it when playing.

Berserker sounds real cool.   But when playing it, you soon find how sad it is.  It basically always gets easily cleared on the enemies turn.  Same for Shocktrooper.

Warrior Monk?  5 cost for a 3/5 with taunt.  3/5 does not cut it.  And taunt?  Unless you somehow get tons of leadership cards that synergize with taunt cards, I don't see the benefit.  You can control the board without taunt.



These are the Leader cards I have found (owned):





Rating the Leader cards:  (I am only listing those that I have owned)

T1 - the best
  • Mounting pressure
  • Rash Strike
  • Blind Rage
  • Colossus
  • Exploit Weakness
  • Focus Pattern  (requires a certain deck, is otherwise not impressive)


Mounting pressure.  Only the most overpowered card in the game.   Its very fun and easy to use.  Don't tell the dev about this card.  No nerfs plz.

Rash Strike.  Ridiculously good if you are playing a deck with smaller followers.   Kill an enemy and give all your followers buffs..... 

Blind Rage.  I wouldn't call this card overpowered.  And yet, I choose this thing early every time.  It is very versatile.  Its a kill card for anything with 2 hp, and acts as a huge damage buff on your own followers with lots of HP.

Colossus.  Really beefy buff.  Great for the cost.  Downside is you can't attack right away, so it gives the enemy a chance at removal.  I've still been able to use it to great success.  Colossus on a Blue Devil Recruit?  That's game over for the enemy.

Exploit Weakness.  Kill an enemy and get another leader card?  yes pls.

Focus Pattern.  Requires a certain deck.  The cost is pretty high on this card, but you can hide the thing behind cover.   And then go crazy with Leader cards, preferably lots of cards with low momentum cost.  


T2 - the OK/Good

Everything not in the other lists


T3 - the bad
  • Defend
  • Lure
  • Living Shield
  • Coordinated Fire
  • Guard
  • Fearless
  • Inspiration
  • Protect
  • Stone Chakra
  • In Our Sights


Can you tell I'm an Armor hater?   Why should I spend precious momentum points, and get nothing on the board?  I am losing board control, so that I can take more hits.  I am losing the fight on the battlefield, just to extend my doom.   And if I already have board control, then why would I need Armor?  I am not taking damage if I am winning the fight on the battlefield.   (Free armor however is awesome.  Certain items give free armor, and they are quite good)

Lure - Use a card, to give taunt.  Eh.  Its not worth it.

Living Shield.  I am supposed to use a card (losing card advantage), to destroy one of my own followers (losing board control), to gain a tiny bit of Armor??   This card makes me want to cry.

Coordinated Fire - Terrible card.  Like, super bad.   I spend a card, 2 momentum, all of my ability to use my followers (exhausting them), to do small damage to 1 target.    No thanks.

Fearless - You spend a card, 3 momentum, so that you can do 4 damage to yourself.  Unless the fight you are doing is some sort of boss fight where you expect to take heavy damage, this is pointless.   in a game where it is super hard to heal, you should not hurt yourself.  Most battles should all end with 0 HP lost.

Inspiration - Spend 3 momentum just for an extra Leader card.   No thanks. 

Madman's Curse - Spend 5 momentum for a construct that hurts me?  No.   If my health were replenished at the start of every fight, I'd consider it, but even then, its not good.  You are wasting a lot of momentum for zero board control.

In Our Sights - The cost is way too high.  6 momentum, exhaust your followers, just to do some damage to a follower.

(Edited 4 times)
Obstacles don't protect characters from things...

But they do, enemy followers have to hit the obstacle first to get to your follower.  I have hidden a sniper behind an obstacle.  It was the Explorer (the one with the dev's face on it), one of the only two I have been able to recruit.  Unless they are using a leader skill card to target your follower.  Is that what you mean?  Leader skill cards can always target all things, whether cloaked, or hiding behind things.

and ranged characters other than snipers can't fire around them. 

There are no other "ranged" characters besides followers with "sniper". (only ones with flying, and those can also shoot over them)  So I don't know that you mean.

Melee characters on the other team can hit the character behind the obstacle just fine.

No they can't.   I don't understand.  I have never seen followers hit through obstacles unless they had flying or snipe.  If they can, you have to report it as a bug.   (the only thing you can attack through, is a follower with stealth, because those aren't blocking)

I don't mean to pick on you for this obstacle/cover thing, but I just can't figure out why you don't think it works, or what you mean by those statements.

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

I thin my deck out before leaving the starting camp, usually to 15 or 12 cards, holding back almost all the 5 cost and most of the 4 cost cards. I keep usually one 4 Momentum card and one Warrior Monk, a 5, but I focus my deck on 2s and 3s. Depending on draws, I usually keep it cheap and fast. For equipment and skills I look for Armor and low cost abilities, I avoid the machine gun and the beam laser and they usually don't pay off for me.

Oh, you like to play really low cost decks.  I love low cost decks too, but only later, once I gain some followers that let you do cool strategies.  For example, a deck that uses Zealots (love Zealots), and small followers:



Another low cost deck I love,  is one that is focused around Blue Devil Recruit (also one of my favorite cards in the game)

Since they can regenerate on your turn and on the opponent's turn, they are nearly invincible. and once you buff them, they destroy everything.



(Edited 4 times)
On another note, I think the obstacles could be enhanced by providing a form of cover for cards behind them. The game is considering them as under the player's control, if I have a creature behind one it cannot attack it because "only the creature farthest in front may attack." Similar to taunt, obstacles could protect characters behind them from creature and commander attacks, aside from fliers or special commander attacks. 

This is already in the game.  It just happens that you have always been playing melee followers.  There are followers with the Sniper ability.  Those followers can shoot from behind rocks and behind other followers.  There are also flying units, (flying ability) that ignore obstacles.

Some of the Beast cards, at least, aren't balanced the same way the player cards are. For example, the Ghram Rager costs 1 Momentum for a 1,1 and it has Charge, a powerful ability that is the equivalent of a free turn. To get a refresh, the player needs to spend a card that, from what I've seen costs momentum and penalizes the target card. 

You think Beast cards are overpowered?   I find them quite comparable to the other cards.  I recruited some Ghram Ragers, I didn't even put them in my deck, I had better things.  It is a 1/1, so you are wasting a whole card, to put a 1/1 on the board.  The only thing it trades well against, is if an enemy drops a 3/1 or 4/1 follower.    I think its quite easy to keep board control in fights against Beast enemies.

Enforcer seems well balanced at 5 for a 6,6 with an ability that troublesome, AND it can't get onto the table for a couple turns even if the player takes advantage of obstacle benefits.

Enforcer is one of the most Overpowered cards in the game.  The ability it has (damaging stuff around it) is actually a huge bonus.  Being able to clear obstacles with it, and thus open up new lanes for followers to use, saves you from attacking your own obstacles.  A 6/6 for 5 momentum is already ridiculous...  and then it has a very good ability.  I include Enforcers in every deck I've made.    I once had 6 of them in my deck at one time.   

Tiny suggestion:

Please change the coloring on the recycle button to reflect whether you already used it.  It is always gray, though it does change to a nice blue when you drag your card on it.

Maybe green for unused, and gray for used.


(Edited 2 times)

The lack of food is making me a bad person.     (I know I talked about food before, but its funny what it is doing to my playstyle)

The first time I played this game, I got my Altruist level up into the 30s.

But now......  All I want is Fooooood.       I save poor villagers under attack from evil men with guns, and afterward?  I attack (pillage) the villagers!!!!   Whyy?  Because i Neeed FOood!   (also sometimes you get followers, Pillaging is the best)

I get a choice to attack some Rusters, or sneak past....  Attaaaack, what if they have food, I bet they could have food!!

I see a Mineral Springs in the distance (Hint: Has an opportunity to heal).   I don't want healing!  Healing costs food!   I want fooood!  

I run around like a ravenous animal.   I get super excited when a beast enemy drops 50 food.    Foooood.   


Drool.


I mean, I guess it is sorta realistic.   When you are a Prophet, with many followers, trekking through the desert, sometimes (all the time) you have to steal food from poor people, to keep your crazy group alive.

Chase down an enemy?  Let the enemy flee?

At the moment, letting an enemy flee is by far the best option.  It is never worth it to chase down an enemy and kill them.  When you let an enemy flee you get a chance to recruit them.  This fact alone makes "let the enemy flee" always the better choice.  Also, you still get loot when you let them flee.  You seem to get the same amount of loot by letting them flee, than when you "chase them down".   

The menu to "Let them flee" or "chase them down" is inconsistent.  Most all of the time "Let them flee" is the first option, but sometimes, rarely, it is the second option.  This makes it so I can hit the wrong options if i play fast.  


Created a new topic "The Face"
(Edited 1 time)

The reward for "The Face" is to get your face on one of the follower cards in the game, right?

What if you use a picture of yourself as a toddler? 

What if the follower turns out to be super bad, and your face is on it?   :D

I already purchased the normal version of the game for 20 dollars, but I can still buy "The Face" in the itch.io store for 80 dollars on the same account?

(Edited 2 times)
 ...it you would skip an entire map and  go beyond the current limit for the early access. You've thus seen content you weren't meant to see :D

Oh it skipped the Spaceport.  That explains how I was on the 3rd node here.



It was a happy accident and I liked being able to play more maps.  Maybe there was unfinished stuff, but it was definitely very playable.  I didn't run into any game breaking stuff.  I got to level more, and see more different kinds of cards and enemies.

I try to make my games last really long.   I do every single battle, and pillage every town.


(Edited 4 times)

I think I figured it out.  I think you (dev) set up an early end condition on the 2nd milestone, that makes it the Spaceport, and ends your game.  

But if you are bugged on the first milestone (by exiting the game), and still manage to go farther, your second milestone is no longer the Spaceport, but rather the Ziggurat.



Created a new topic Yay 2 Scrap Artists

Yay, I managed to find 2 Scrap Artists in one game.  It is so hard to get the non-normal followers.  You recruit soooo many of the original followers.  But I have now managed to discover (have) 52 different followers so far.  I would probably have to go out of my way to "discover" the leader cards (I always pick the same overpowered cards)

(Plz let me recruit more different types of followers)

(Edited 2 times)
Can you send me a link to the post? Would love to show up there and see if I can answer any questions...

I just figured I would include how I found my way to this game, in my first feedback. It was a post asking for some more GuildOD expansions, and someone linked the Nowhere Prophet steam page as something else they could try out.    http://steamcommunity.com/app/317820/discussions/0/1473096694455652688/

(Edited 3 times)
I'm not sure what you're referring to? The current game end at the second milestone (Spaceport)? Yeah that's just for the first release. With the next update I'll add another map to the game. I am currently thinking about redoing how milestones work to add more replayability. And I want to pin that down first.

Ok, this is super weird.

So the game actually ends right now on the second milestone?....  like you fight your way through 2 maps?  On my first game I fought through 3 maps!

I just played the game a second time, and that is what happened, the second milestone was the Spaceport, and the game told me this was the end of the First Access.  Got the end screen.  

The weird part comes here!  The first time I played the game, the game DID NOT end on the second milestone.  I went through 3 milestones the first time I played.  Is this possible?  The first milestone was Pit Nine, the second milestone was Ziggurat, and the third milestone (don't remember the name) was a place where I had to do 3 consecutive fights with text about having reached the destination of the journey, and then the text said something about the journey being a failure.  Then, the black loading screen with the 3 dots and symbols came up, and the game took me to the main menu.  The options available then only had "new game", not continue.   I never got a "End of First Access" screen.

Created a new topic What does this mean?

"You can share valuables with the people here to increase your chances for Rare or Legendary followers"

I have seen no way to "share valuables" with any people.  The only option I get is "Start Recruiting" and then it gives you 5 followers immediately.  You can choose not to take followers, but you don't get any other followers then.

Created a new topic First Impressions
(Edited 5 times)

Let me say right away, I really like the game!

I came upon the game yesterday, because I was reading the Guild of Dungeoneering Steam forum posts.   Someone posted about this game in one of the recent threads.  I downloaded it right away and started playing.  This is definitely my type of game, and I am enjoying it.  Here is what I liked and didn't like:

What I like:

The battle system

The Music (usually I turn off music in all games) - I enjoy it, but it probably will get too repetitive for me

Good abilities.  The card abilities allow for good strategic thinking, without being overly convoluted.  (I don't like the All-kill abilities, any one card that kills all of your followers, is really too much in this game.  Some enemies can clear all of your followers with 1 card)

Customization of the follower deck.

The sound effects are satisfying.  Pew pew.    (I'd like couple more interface sound effects, when I'm pushing buttons with mouse)


What I don't like:

Can't really customize leader deck.   There are only 2 equipment slots, once you get two decent items, you throw out almost every item you get.  You can't remove any leader cards, so you are stuck with things that don't make sense for your deck.   You get relatively random add-on leader cards, a choice of 5 or a choice of 3, you may get leader cards you hate.

Food and Hope are mainly just an annoyance.  I constantly look at these two things, and I buy food and hope items endlessly.  Is that really fun?  I get that its a roguelike management thing, but to me, its just not very fun.

Randomly losing multiple followers during exploration.  I finally get some of my favorite followers, then I explore some Mine or something, and boom, 3 followers randomly die.  Followers randomly falling through the floor, never to be seen again.  This is frustrating.  It would be OK if there was a message in the exploration first, that said "send in So-and-So follower to explore the depths (dangerous)".  Then you would know that you have the chance of losing a follower you like.   But right now they just die.

Game is over after 3 levels?  I finished the game....  but I didn't even really win, the party just sorta failed.

I can't read skills on enemy followers.  I can put my cursor on them, and it will just say "Blast", but not give a description.  I still have no idea what "Blast" does or what "Flying" does.   I can only guess.

Enemies will Flee, even while they are still doing good damage to you, and are not even close to losing.  Some will flee with full health.

There are random maximums for various things.  Hope=100, Food=200, Batteries=?, Followers=?   Why have maximum amounts for Hope and Food?  Its annoying to not get a reward.  Its annoying to have to keep handing out hope items every time you are at camp and count to make sure you don't go over 100 and waste the item.

Constant desert background.  Battlefield is always brown.   Would be nice to have some different looking backgrounds.

Food can sometimes be very scarce.  Sometimes you just randomly don't get food, and then your units starve and die, you can't purchase new followers (takes food), you can't heal your leader (takes food), you can't heal your followers (takes food).  Running out of food sucks.  And its not like there is anything you can do about it, you either randomly have lots of food, or you randomly don't.  I buy food whenever I see it, but still, sometimes you starve and lose followers you like.   For example, In the game right now, 6 followers died from starvation, 457 batteries, I win every battle, and I'm starving to death.   (Plz more food for sale!)


Created a new topic Suggestions, Feedback?

Where do we post feedback?

And bugs are posted on Bitbucket.org?

There seem to be 3 forums: itch.io, Steam, and Bitbucket.

Posted in Stuck?

Created a new topic Stuck?
(Edited 1 time)

I am at the final camp of my first level.  All the options are "completely explored".   The "leave camp" option just gets me back to the map.  I have NOWHERE to go.   Am I the "Nowhere" prophet?


I quit the game earlier, because I had to work, I think there were further options for me to leave this place, but they don't exist now that I have continued.


This is my first time trying the game, so I don't know how these end locations normally work.