I was thinking about this, I think if the 'bad effect' happened after you place a piece, it would feel a lot fairer. That way the player is able to mitigate the effect or play around it by smart placing.
JuicyChicken
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thanks for playing
Also, some UI elements feels a bit weird. For example, the hero power of your character requires you to hold the mouse click to then select the target. If you just click it (as I did, expecting a "click to activate --> click to select target"), then it default to hitting yourself. I had similar kind of issues with battlecry cards.
I am torn on this, because if you had a battlecry where you wanted to target yourself like a heal, there' no way to distinguish intent. I will think about this.
For the art, it's from a asset pack. I am wondering if going full AI would actually improve the art...
The overall theme of the game is Heaven vs Hell in a fantasy world.
The synergies are there. many Hearthstone Launch archetypes are fully implemented. Maybe they're not as obvious because you're not forced to use the cards in a certain class.
It's pretty much a knockoff hearthstone. Pretty much all the mechanics are the same as far as I'm aware, which makes it easy to pick up, but hard to sell on why anyone would play it.
There is a game Shandalar which is "MTG but singleplayer" which has some fans and I was thinking a Hearthstone version would be similarly interesting.
I wonder if Dungeon progress x/7 which fills up would be enough for people to try and beat each dungeon.
Combat was ok, but it was relentless and felt unending. The checkpoints were in very hostile places where I kept respawning to immediate damage or death.
To top it all off I had a sinking feeling that I wasn't going the right way which made the combat anxiety even worse.
Sniping the blue guys with the spear was nice though.
thanks for the report.
The "point" of the overworld is that it's a bunch of challenges for the player to beat while improving their deck. Maybe I can explicitly say "Defeat all the dungeons to beat the game"
The Visual for minion attacked already is that it's missing the green highlight. Maybe it's not as visible as I thought.
thanks for the bug report.
I understand the rules of the game as presented. The tutorial is nice, the UI is nice.
But I am very confused to the roguelike part of it. Every choice I am given in the shop, I ask "Why would I ever get this". in terms of skill expression, if there is a chip that increases payout of 5, I bet more on 5... and that's it?
I feel like to have the Balatro style roguelike tension, there needs to be stricter rules that escalate beyond the amount needed to pass.
I.E. if the buy in pass line went up to like $1k it would get me sweating.
If i needed to make the target within X rolls, it would force me to bet aggressively and make hail mary plays.. As it stands now, I can kind of take it easy through the whole game with no sweat.
nits.
the Target to pass increases before the next round starts and it looks like I haven't reached the target when I win.
It just felt like you get punished for playing tetris well. You should be able to overcome the enemy with tetris skill like clearing fast and not making gaps.
I like tetris challenges, like floating pieces and digging through garbage, bomb. The weird shapes seemed like a fair challenge because the player still had agency to overcome it with placement.
Instead of randomly flipping the piece, which felt buggy, what if the piece was locked from flipping or something. The invincible timing, was ok since you can stall the line clears.
All the effects should be visible without mouse over. Garbage usually grows from the bottom instead of randomly spawning an interrupting a placement. Stopping the game to do roguelike stuff feel so jarring to the flow state of tetris.
This seems like a game where you should have the player go though the entire subgame normally first, and then start to cheat it or something. Like there should be an official manual before the cheating stuff comes into play.
I felt like there were way too many skills to keep track of. I don't know if you intend to slowly unlock them over time for the player, but 4 stances with 2 unique abilities each felt excessive and not very apparent why I need that many.













