that's a good catch, thx for letting me know!
its fixed now.
Panquax
Creator of
Recent community posts
Sorry if its chaotic, i'm rly bad writer, ill try my best to be understandable.
i like the concept, seems rly fun. more synergystic combinations is what will make this game way better (not that now there are no synergies but just more = better)
there are few annoying things in UI though for me
the cursor isn't rly precise (especially the version that isn't hovering over anything), the pulsating also doesn't help, sometimes when you hover over something the tooltip keeps appearing/disappearing cause of this slight pulsation
the zoom on the dice's "board" on the right of the screen is also annoying, you want to pick something and then it gets zoomed into another place so you have to wait for the zoom to end
throwing dice felt counter intuitive for me, i mean their direction. i thought i could roll them forward when i drag them forward (dunno maybe that's cause i spent too much time in tabletop simulator and there it is the other way around)
also it was weird that i have to click to select the dice then hold to roll it. maybe it would feel more natural to just be able to drag straight up from the table and be able to throw instantly? (but that's still connected to how the throwing actually works)
also there is not speed up button, for some rubbery bouncing dices this also gets kinda annoying when it can bounce for like ~15seconds
those are rly minor things though and overall game is super good quality + the concept is fun.
looking forward for more updates and for steam page so i can wishlist.
best of luck!
I take all your comments to heart. However, I’d like to make a quick comment regarding the idea that players want to get to the gameplay faster—drafting pieces and assembling them IS the gameplay. Watching the battle is just the icing on the cake. Still, I understand what you probably meant—it still takes too long before you see how the choices you make in the early stages perform in action. Thank you for this comment, and I’ll try to make changes that will mitigate that impression as well as other issues as you mentioned.
Btw, I tried ZAR, but I encountered a bug that got me stuck in the first minute of the game (I’m in the tutorial, right after drafting my first dice, and after the first roll, I can’t press the “accept rolls” button or do anything else). I’ll gladly try playing again and share my thoughts once it’s fixed.
Hey. I took what you wrote to heart (and what my friends also criticized when they tested the game) and decided to change the gameplay loop to a more classic one: draft -> battle -> draft -> battle
That, along with a few other improvements I’m planning, should make onboarding easier, Additionally, I’ve weighed the pros and cons of this system change, and even for experienced players, it might turn out to be a change for the better (less fatigue after a long drafting session—every decision becomes more important, your build has to be strong at every stage, not just in the late game, fantasy, etc.)
I’ll try to implement this new system, and when it’s ready for testing, I’ll ask you for your feedback. Thanks a lot once again.
here's the link for my autobattler, https://panquax.itch.io/glory-ghosts
i'd appreciate any feedback! especially if the amount of reading isn't too overwhelming for new players. I wanted to create deep systems but the cost of that is that there is a lot of reading in the beginning. Other than that, how do you like the game loop and how do you feel about current synergies/possibilities. Are they deep enough to make this game appealing for wider audience?
