The way I implemented those "incompatibilities" currently is that merging a Fleeting and Persistent/Exile will cancel both effects on the resulting stone. But if you merge another arrow, then it adds Fleeting again. I think I prefer that it works the same for everything instead of having a different behavior for Exile compared to Persistent. But that means I need to nerf Eraser then. Maybe removing half of the opponent moves instead of all is a good compromise, it's still strong if played every turn but later opponents will also still give some challenge. Or I could instead give self damage to Eraser so it would be risky to spam it too often.
Radiant Sloth
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Thanks for the feedback, that's interesting! I like the idea about Fleeting and Persistent canceling each other out too, it would makes sense! I'll make the change in the next patch. I agree the goal is not to balance everything evenly, there needs to be effects allowing for powerful synergies, it's just more fun that way!
Thanks for playing and reporting the bug, I was able to reproduce the issue! I found out it was not limited to Wildfire, could happen as soon as there were two identical marks under the same stone for an effect that needs to happen only once per stone. I uploaded a patch: version 0.1e fixes it. Also, I replaced Wildfire marks with attack marks for the encounter on the screenshot. Wildfire needs a range, so I realized it was actually doing nothing for most stones...
Yes, the game auto-saves at the beginning of each turn, so players can almost always recover and continue their game even if it softlocks during the effects triggers :)
As for the arrow, does that mean I should increase the hidden tier of the Fleeting effect? That would make arrows more expensive in the shop.
Hello KingofCharge,
Thanks again for playing the pre-alpha of Comet Force a few month ago! I'm happy to let you know that I have now released a new alpha build directly on Steam, as a free public Playtest. If you give it a shot, I'd gladly read your feedback on the Steam forums!
Link to the Steam page: https://store.steampowered.com/app/2954690/Comet_Force/
Hello KingOfCharge, thanks for your feedback!
I agree with you about the balance discrepancy between the crusher and the two other classes. I see several solutions here, but I'm not sure what to choose yet, I will have to experiment with them and see how it feels.
- I could add a brief increased speed at the end of charges so that players can quickly go away and avoid the bullets
- I could add some sort on shield to make the back of the ship invincible, I think that's mostly where we get hit after a charge
- Stunning enemies as you mentioned is also a good idea.
- Increase the max health of crushers
But even with that, the safest would still probably be to have the crusher as a companion. Since the leader can take damage, but the companions do not, I feel every type of weapon that involves closer range and more risks will be a better fit for companions. And I'm not sure how to counteract that. I think it would be best for the game to have all classes be equally viable either as a leader or a companion (but obviously having different pros and cons for each). Balancing this will be challenging!





