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Inkxi

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1
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A member registered 60 days ago

Recent community posts

As far as I know.... big convoys require the exact same amount of food to walk around, than small convoys.    I've noticed no difference.   I run around with 100+ followers in my convoy and its all the same.

Food usage seems to go up slightly on each new map, but you also get more food.

Weird, never seen that card not spawn a beast.  It can spawn in other rows.

As far as the cover thing goes, I think its more strategic the way it is now, where you can't attack when you have stuff blocking you. (in front of you)  You can use units in the other rows to clear that obstacle, since they are not blocked, or use some direct damage cards.

Somewhat updated for the new patch.   Will probably edit it more.

Posted in Feedback
(Edited 1 time)

Hey Helix,

If you haven't already, you should check out the Nowhere Prophet Discord server.  

You can now read all the beta channel comments too, in case you want to see stuff about upcoming things.

https://discord.gg/ffZkNP3

Posted in Feedback
(Edited 1 time)
When you say pillaging a town, is that an option when entering (i think i recall something like that vaguely) or an option you have every time?

Its a pretty frequent encounter.   Its this one:




Always has 2 Hope items and 2 equips.    (unless the dev changes it sometime in the future)



As for the wound system, you mean a card essentially has 2 hp, one as a buffer and then next time it dies? Or just if it dies, that it?


Its just like the wound system now.  Right now you can get 3 wounds, and on the 4th death, the follower dies permanently.   In the new system, you only get 1 wound, and then if the follower dies again, it dies permanently.     Also, as an additional evil, all the followers that have 1 wound also get -0/-1 in battle, meaning they have 1 less HP than normal.

And yes, because of this you have to sit out your favorite followers a lot of the time, because you don't want them to die.     But you wanted to be scared of your followers dying?  Right?   :D

Really its pretty fun, and if we get more recruiting in the future, then you will still get to customize your deck a lot, even when having to sit out some favorites.

Posted in Feedback
(Edited 5 times)

Hi new person.


Quite frankly, I can't enough. I wish the game didn't end where it does currently so I could make my mind up about resources, and units quantities. Currently, after 8 runs (all "victories" as far as we can go) I'm still unsure what to make of the supply system, most of the time I end up with 200+ batteries by the end, and not much to buy, i always buy every unit I can, as it makes sense to, every hope resource and any equipment I want. Generally, the only supply I have issue with is hope. That really depends on shop listings, but given that I often travel to every location with little effort that isn't an issue most of the time. Not had a unit "die" to date. I'd like to see that as an actual threat, but again, not enough maps to test that.


I'm totally with you, 2 maps are not enough.   In the Beta right now we get to play on 3 maps, its way better, and i still want MORE.  I played the 0.10.xxx version a lot, and I also never lost, but I can now report that i have Died 2 times while playing the beta version.   

If Hope is an issue for you, you need to start Pillaging every town.  Pillaging a town gives you 2 Hope items every time.  I've never run out of Hope... in errr 30 runs?  hehe.

Not sure I am supposed to talk too much about beta changes, but the dev has said this before, in the beta version you only get 1 wound before your follower dies permanently...  so you WILL have followers dying, and you will even choose to let followers die (the ones you don't care about)


As far as units go, there are a few I always put in decks, anything that spawns an additional unit, anything with stealth, SNIPER. I cannot stress how much I love the concept of sniper units, even if they are a tad weak, they are so helpful. Buffs. Not the +1 attack guy, he usually has little efficiency given how quick the enemy kills units (thats a bit of a bugbear, Id like to see less spells and more units from enemies, and not just zero or 1 mana units). Taunt is interesting, but certainly not useful at the moment, given the damage spam most enemies bring. Why waste mana on a taunt to protect a unit when its going to be killed anyway? Just play 2 threats instead. I don't like how the threshold for enemy fleeing seems random, sometimes I hit them once and they leg it, sometimes not at all. I can't see a difference either, so I usually let them go. If there were a larger reward for finishing them , i would. If there already is, it isn't noticeable right now.

Its good feedback.  Most of this is stuff I've said.  (actually all of it is.  which means its smart feedback   :D )  Pretty much every one of those things is already addressed and should be fixed in the next update.    And yes, in the 0.10.xxx version, there is no difference in reward if you chase down an enemy, so you should always let them run away. (which also lets you recruit)


I'd like to see more customization for the commander deck, mostly in the form of being able to remove cards.  Streamlining is critical in games like this, yes I know we can swap a card every turn, and this is a huge boost to efficiency, but I don't want so many of the early cards, I'd consider perhaps just a menu that allows you to add/remove leader cards. For example, there are equipment cards I like to use, just don't like the additional cards that come with it. Or I want 1 but not the other. Pulling these "chaff" cards means I have to waste my redraw on them, instead of trying for a mana efficient card or critical spell. I understand there must be negatives and struggle, but these should be against the enemy, not my deck.

Hehe, I also want this.    (The dev already knows my feelings on this    :D    )


I like the rest mechanic, but I feel that, within the game we have currently, its too easy to heal units and prevent deaths, there isn't ever any real threat. I think 3 lives is fairer than 4, that way, there is at least the possibility of a bad run without much resting, and actually losing units. 

Yup.  Should change soon.


I would like a bit of choice in some of the events, or at least some more information. "you lost x followers" is my biggest concern, I'd like to choose when i send a unit to its death, or scout, or whatever the encounter flavour is. At the very least, tell me which unit was killed or deserted, or whatever, instead of me having to search and see if I lost a critical unit.

I didn't enjoy this part either, just randomly losing 3 followers to an event.  I still don't like it.  Nowadays however, I know all the events and I just don't do stuff that gets me instant losses.  (there are two events you can get just by walking around... those really suck)


I realise I made a lot of negative points, but I made them out of a genuine concern for this game. It has all the makings of honestly, one of my favourite games full stop. An FTL like game with cards, encounters, deckbuilding, interesting locales and people, its amazing. I mean no disrespect when I mention the flaws, its just my criticisms as I want to see this game shine, I believe it could be the next FTL easily, and look how acclaimed that was. I think you have the makings of a legendary game, I want to help shape that.

Totally agree.  I love this game.   :D

Posted in Card Ideas

More ideas:

Interdimensional Slap - (1 momentum) 1 damage to target, target is moved to a random location.

In the Shadow we Grow - (2 momentum) Your followers that are behind cover gain +2/+2

Lure - (1 momentum) Target gains Taunt and +0/+1.
I know this card already exists.....  I just want a buff  haha.

Woah, only one wound?  Can they still die or is it just a stat penalty?  If they die at just one wound I feel like that might change the game quite a bit...

Yup, they still die, if they die with 1 wound on them, they die permanently.   It does make the game feel a lot different.  Its harder to make your deck of favorite followers, because they keep getting wounded, and then you have to sit them out.

I still like it a lot.   The beta version is funner, and meaner.

 I will say though, I have played a lot of TCGs and you ALWAYS want the smallest deck allowed.  Going over the minimum cap inevitably leads to inefficiency and lower performance, so theres that to consider too. 


While this is true for other games, its not really the case in this game.

In this game you don't want the smallest deck allowed.

In this game you can go run around with 1 follower, but that's obviously a terrible idea.   I like how there is no minimum number of followers, and how you really Don't need a minimum.   If you run around with a very tiny deck, with all the best followers, your deck will either do really well, or it will run out of cards, in which case you die.  (soon you might even take dmg each turn for running out of cards)

The Recycle feature (that you can use every turn) also has a huge effect.   You can choose to run a bigger deck, and then have the freedom to keep using Recycle every turn, to freely draw for cards that favor you in a certain position.  If you play a very tiny deck, you can't go discarding many cards, for fear that you will run out.

You can have as many copies of 1 card as you want.  You can run as many copies of Power Cards as you want.  Therefore you are not really "watering down your deck" when you have a decently large deck, because its just many copies of the same very powerful cards.

I knew I wouldn't be the only one to want more access to the Leader deck.  In every card game like this, people will always want the ability to fully customize their decks.  Always!

Its just more fun when you can set up combos between cards.  

It sucks when you draw cards that you don't like, and can't remove them from the deck.

I don't think the Leader deck needs to be static and stable, just to be different from the follower deck.  There are already differences between the Leader deck and the Follower deck.  

Even if you gave us full access to edit the Leader deck, we wouldn't fiddle with it as much as with the follower deck.  Because there is no need to.  With the follower deck you need to constantly swap out wounded followers (talking about beta version), and put in new recruits.  With the Leader deck, you would basically only alter your deck if you gain a new card, or if you need to change your strategy and overhaul your deck.

I don't really think that by allowing editing, it makes the game a lot "more complex".   With card games like this, people are already very much used to being able to edit decks.

Posted in Card Ideas

Further ideas:

Deathly Conversion: (2 momentum cost)  Deal 2 damage to target, if follower is killed, add follower to  your hand

Bulldozer (0 momentum cost) - Move an obstacle to any location on the battlefield (including enemy side)

Infest (3 momentum cost) - turn an obstacle into a follower, follower gains +2/0

Poke (1 momentum cost) - Target follower's Fury ability is triggered twice

Posted in Card Ideas
(Edited 1 time)
Roulette (1 momentum cost) - Destroy a random follower

Hehe, my suggestion already exists as a card!   Its called "Blind Shot".   I saw eeet.

(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 52 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:





Rating the followers:  

T1 - the best

There are a ton of good Rare and Legendary cards.  I don't want to list them all.  But will you actually be able to find many of them?  Its pretty unlikely.

  • The Tireless (Legendary)

The Tireless - Probably the best follower.   Its legendary.


T2 - the OK/Good

Everything not in the other lists


T3 - the bad
  • Ghram pup
  • Ghram rager
  • Scion Emissary
  • Dreaming God Herald
  • Elite Crusader



    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.   Usually you don't want to waste a whole card, just to put a 1/1 on the board.

    Scion Emissary - You have to keep paying for it, or you have to take damage.  Both options are terrible.   This is the worst Legendary.   Its OK for an enemy deck however, since enemies don't have to worry about keeping damage they take to a minimum.

    Dreaming God Herald - Anything that hurts you, is probably bad.  Has 2 more attack than a normal 5 drop.  Its a pretty bad Rare.

    Machine Guard - Not a good rare.  This might be an OK follower for an enemy drone deck...  But there is no way you will have the drone deck to make this card really work.   A normal 5 drop comes in as a 6/6.   To make this card better than that, you have to have 3 other drones on the board.  The chance of that happening is near zero.

    Elite Crusader - Its a cool ability, but will it ever do anything?  With the stats of 6/5, it will probably kill whatever follower it attacks.  So what is the stun doing?   Nothing.   Since the ability is doing nothing, the follower is a bad Rare card.  A normal 5 drop will give you a 6/6 follower, which ends up being better than this 6/5 follower.



    These are the Leader cards I have found:







    Rating the Leader cards:  

    T1 - the best

    There are many good Leader cards.  But many of them are quite rare or exist only in enemy decks.  I'll try to talk only about the ones you can actually have a decent chance of getting.

    • Rash Strike

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


    T2 - the OK/Good

    Everything not in the other lists


    T3 - the bad
    • Living Shield
    • Fearless
    • Inspiration
    • Protect
    • Stone Chakra
    • In Our Sights
    • Coordinated Fire
    • Whirlwind Surge


    Living Shield.  Its still bad.  It gives more armor now, but still bad.

    Fearless - You spend a card, 2 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 2 momentum just for an extra Leader card.   No thanks.   Even with the cost now at 2 momentum, it is still not good.  You can only have 4 Leader cards, you just don't burn through enough Leader cards to make this worth it.  You will always be spending momentum on both Follower cards and Leader cards.  There will be many times where you will use Leader cards just because you are already at the 4 card maximum.

    Protect - Its too high of a momentum cost, spending this much momentum on a turn, just for armor, is just not good.  Some of the low cost Armor cards are OK now.  They let you gain some Armor without any real cost.  There will be times when you just want to use some Leader Cards because you have 4 already, and 0 and 1 cost armor cards are great then.  

    Madman's Curse - Spend 3 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.     This has a lower momentum cost now, but hurting yourself is just plain bad.

    In Our Sights - This is still a terrible card, even now that it costs less.      Exhausting your followers just to damage to one target, is already bad.  Spending 4 momentum and a card to do it, is no good.       Lets say you have 2 followers on the board that can act (reasonable assumption while winning)  This card will do 4 damage, but cost you 4 momentum, and cost you the turn of your followers.   What's worse is, it only works while  you are already winning.  If you have no followers out there, the card is totally useless.

    Coordinated Fire - Its way better than before, but I still don't get much good use out of it.   It still only helps you, when you are already winning (have refreshed followers on the board) and is utterly useless while you are losing.  When I draw this card, I end up waiting to use it, and the correct time never arrives.  In the end i just recycle the card.   This pretty much shows its not a good card.   (its useful very rarely)

    Whirlwind Surge - Would you really play this thing?  I mean, it could shut down an enemy that plays only small followers, but.. its not a very safe play.   You basically could play it when you are already winning, but why?   If your followers on the board die, then you'd have to play high HP followers, that will now take damage, and you'd probably pick up more wounds than if you had not played this card.   Maybe its good in some sort of super tailored deck where you murder the enemy with damage spells....   but that's just not a viable way to play right now.

    (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?