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Mythtales

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A member registered Aug 29, 2024 · View creator page →

Creator of

Recent community posts

Wow thanks for such an amazingly detailed feedback!

1. The card removal price not resetting is definitely a bug. We'll get that fixed!

2. Yeah I can see how that can be frustrating. It's due to the bots being summoned and then the game goes straight to combat. Stunning them to prevent action on the first turn seems like the best way to handle it.

3. Yeah it's something we noticed was an issue as well, but we ran into another problem if the cannons don't fire even when fully reloaded. Questions like, when does it then fire again? Do you need to waste another ammo to do it?

In terms of movement we're still looking to strike the right balance. We don't want players to be able to move too often since then you would just need 3 - 4 core units. We've also planned for an archetype of units where their strategy revolves around moving units around for surprise attacks and bonuses and being able to generate move points.

4. Yeah I think now the balance is definitely skewed too much in favourof the 1st captain and cannon strategies. We'll have to balance it out better.

Regarding the captains siding into different strategies, cannons definitely feel more isolated and really useful to the cannoneer strategy. We're fine with some cards being really good only in their archetype, but we're still looking on how to balance it. (For example, there could be a devics that could trigger based on when allies attack, making it better for combat strategies)

 Really appreciate you taking the time to test the game and leave your thoughts. We'll use the feedback to continue improving the game!

Yeah for the current difficulty we leaned towards the side of being easier rather than too hard, so that players will be able to learn the mechanics. We'll address that in a balancing update.

Thanks for the feedback regarding the specific units. Brawlers upgrade may be abit overtuned but if we introduce more stronger singular enemies it may balance itself out.

For cannon leader and flint sparker, since they're 3 cost we wanted to push their power a little bit. Since having to defend multiple lanes, spending all 3 energy on 1 Lane may be difficult. This will become more obvious when we introduce stronger enemies that come in quicker, piling on the pressure much sooner.

Rarity is something we're already planning to implement, but have not done it yet due to the limited pool of cards at the moment.

Thanks for playing and leaving feedback!

Great work! Thanks for playing.

Thanks for giving both the builds a try! We're still working on the balance, and the Adventurers can definitely be buffed. Since they'll always act after enemies, we'll look to buff their unit stats so that they can take a beating better. Appreciate the feedback.