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shedin

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A member registered Jul 22, 2022 · View creator page →

Creator of

Recent community posts

Thank you for playing the game. Here are my responses to your feedback, in order.

- If Elshey is appearing as the boss with a 100% chance, that sounds like a bug. I’ll look into it.

- Each Ranger has its own element, but the set they belong to is a mixed-element set.

Due to several design-related issues, they ended up being structured this way, which is why they are placed under each individual element tag.

- I’ll look into adjustments for the balance issues with the Black Ranger and Blue Ranger, as well as the bug related to setting Leader cards.

- The keyword effect “Manage” had to be changed to only affect the Hand because keywords such as Stagger and Freeze were causing problems. I’ll give your suggestion a try as well, where cards that already have the keyword would also receive a buff.

- For the dissatisfaction events, I’ll make adjustments to keep the events varied as intended while reducing cases where events appear with values that don’t match the current situation.

- I’ll also look into the bug where season effects for unreleased elements can appear.

Thank you for putting so much time and care into the game despite its current lack of polish. I’ll keep working hard to make sure I can repay your interest in the game.

Thank you very much for playing the game, sharing your impressions, and providing such detailed feedback. Here are my thoughts on some of the points you mentioned.

The new version of Indomitable is quite powerful in my opinion as well, and Taco Shop is also a very strong card. If they cause balance issues, I'll make adjustments.

When you mentioned the "semi-limited revenue," were you referring to the revenue from the Semi-Limited Notice policy?

Gaining 20 assets from a single adjustment is certainly a large amount. However, trying to generate a large amount of assets through this effect can interfere with the balancing system. Also, in the current version, having a huge amount of assets no longer prevents game overs from boss battles or riots, so I increased the bonus somewhat. I'll adjust it if it causes problems in further testing.

When you mentioned the "danger markings on the pack-picking screen," were you referring to the eye icons that appear on some card set choices?

Those icons are actually part of a system where card sets from later stages can appear earlier than expected, adding some unpredictability to card combinations. The icon is meant to suggest that you're making the risky choice of releasing cards that would normally appear much later.

A dangerous set is designed to appear only once at a specific point, so having more than one appear at the same time is indeed a bug. As for the revenue bonus not working when selecting the set, I believe this may be because the set is treated as containing all elements, which prevents the effect of a bonus that requires the set to have no cards of the same element.

As for Normal gaining a mechanic that references elements in the graveyard, the original pure Normal concept created a major balance problem because it made Normal too independent while also having no need for elemental costs.

So I changed it to allow Normal to change other elements in the graveyard into Normal to activate effects, and then consume those converted Normal cards to activate another effect. This creates a way to build Normal + another element combinations, allowing Normal to share a multi-element concept with Mixed in a somewhat different way, while also making the two archetypes work together.

Regarding the 0/1 Aura Coin when going second, its stats are designed to work with the Aura buff, allowing it to become a 1/2 when needed.

If you don't use the Aura, its 0 attack means that the first player won't take damage even if they don't have a 1-cost card, while also avoiding the situation where the first player's guaranteed 1/1 play gets destroyed.

Of course, Aura cards are something I'm still adjusting quite frequently, so their stats and mechanics may change again.

As always, thank you for continuing to play the game and for sharing your thoughts. I'm still working on new cards and animations for their special victory effects, so there's more to come.

First of all, thank you for taking the time to play the game and leave such detailed feedback.

Regarding the combat rules

For example, the tutorial currently explains the mechanic you mentioned with the following text:

- When your turn ends, card effects are resolved from left to right.
- Cards played this turn become "units" that are combatants, and will begin attacking the enemy in front of them after one turn of rest.

However, since I'm not a native English speaker, it's possible that the wording doesn't communicate the intended rules as clearly as I hoped.

Also, because the tutorial presents a lot of information in a short amount of time, I understand that it can be difficult to absorb everything. That's something I need to improve as well. I'll look into using more intuitive wording and adding more time between tutorial messages so players have a better chance to process the information.


Regarding the game's complexity

I also understand your concerns about the game's complexity.

That said, systems such as the banlist, employees, and assets aren't there simply to add more mechanics. They're core parts of the game's theme—running a TCG company as its director—and they also help prevent players from assembling overly powerful decks too easily. Because of that, simplifying them isn't an easy decision.

At the same time, I do often think about whether modern players still enjoy this kind of heavy, system-driven gameplay.

Many people have suggested adding a tutorial menu where each system is explained separately. However, in my experience, players rarely choose to read long optional tutorials, so my current focus is on making the mechanics easier to learn through normal gameplay instead.

Finally, your point about not knowing when a run ends is completely my mistake.

The goal of a run is to survive by successfully getting through events and keeping the company afloat, but I failed to explain that clearly in the tutorial. I'll make sure this objective is communicated much more clearly in a future update.

Thanks again for taking the time to play the game and share your feedback.

Thank you for playing my game. I’m glad the boss fight was worth making

The card set including Metallic Entity was already under adjustment, but I apologize for not paying enough attention as we focused on releasing the demo within the scheduled timeframe.

Going forward, I will work on balancing so that overly powerful combos cannot be obtained too quickly through a small number of card releases.

I will also think about ways to prevent strategies where the Director (player) benefits from a strong combo while avoiding necessary restrictions on that attribute by banning only unrelated cards.

Thank you for all the compliments!

Hearing this kind of feedback means you must have played my game, so thank you very much.

In the past, I’ve heard similar comments like, “The demo already has so much content—do you really need a full release?”
Because of that, I decided to keep the demo relatively small this time.

Also, since it is a demo, I wanted to focus on showing the core systems first.
I will consider adding an endless mode in the full version.

Thank you for the comments!

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It's been 2 years since my previous work and I've been getting comments here. Thank you so much.
I'm currently thinking about how to organize a tutorial. Thank you!

good game

I enjoyed this demo alpha version. I couldn't find way into the hidden secret in town, but it was fun!

Simple and fun idea

Good idea

Good

It's a simple game that can be seen everywhere, but neat graphics give me a sense of immersion. It would have been better if the rules of the game were not only in text and there was an example image.

As a game developer, I would like to praise the witty idea of expressing the process of developing a game in such a fun way.

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게임이 멈추는 버그가 발생할 때까지 1시간 가량 플레이해봤습니다.

카드게임의 보편적인 코스트 구조에서 탈피한 숫자 합산을 맞춰 이득을 얻는 자원 구조가 참신했습니다.

아래는 게임이 더 나아지기를 바라는 마음에 적는 긴 피드백입니다.

- 튜토리얼 필요

   텀블벅의 설명을 자세히 읽지 않고는 플레이가 불가능 할 정도로 게임 시스템이 특이해 체계적인 인게임 튜토리얼이 무조건 필요할 것 같습니다.

- 카드 선택후 뜨는 검 마크(카드 사용 버튼)이 잘 안 보입니다.  '공격' 같은 텍스트가 붙어있었으면 좋겠습니다.  저는 가끔 턴 종료 버튼과 헷갈려 잘못 눌렀습니다.

- 전투 후 카드 보상 선택지에서 카드 효과 설명을 자세히 보려고 한 번 클릭하자 바로 골라졌습니다. 한 번 클릭으로 설명, 두 번 클릭으로 획득하는 방식이었으면 좋겠습니다.

- 마찬가지로 상점에서도 두 번 클릭으로 바로 구매가 됐으면 좋겠습니다. 현재는 한 번 클릭하면 뜨는 작은 구매 버튼을 눌러 구매하는 방식인데 저는 익숙치 않았습니다.

- 선택지가 여럿인 카드를 이미 냈을 때 클릭 한 번으로 선택지를 다시 띄워 바꿀 수 있게 하면 좋겠습니다.

- 선택지가 하나인 카드는 선택지 고르는 과정 없이 드래그로 바로 올릴 수 있었으면 좋겠습니다. 이런 슬더스 장르의 카드 게임은 카드를 드래그로 빠르게 올리는 손맛이 중요하다고 개인적으로 생각합니다.

- 보유한 카드 UI에서 카드를 선택해 자세한 설명을 보는 기능이 현재 없습니다. 

- 성소 인카운터에서 제물을 바치는 선택지를 선택하고 나서도 뭘 바쳤는지에 대한 설명이 없습니다.

- 캐릭터 스킬을 사용할 때 엔트로피가 1 소모된다는 설명이 없어 처음에는 엔트로피가 0인데도 버그때문에 사용이 안 된다고 생각했습니다.

- 수치가 +, L인  카드의 표기 방식이 직관적이지 않습니다.  X+2, X와 같은 표기가 더 어울릴 것 같은데 표기만 놓고 보면 둘이 전혀 다른 효과인 것 처럼 보입니다. 

- 이미 사용할 카드로 올린 카드들의 순서를 바꿀때 정확히 앞에 놓으려는 카드 안까지 드래그 했다가 마우스를 떼야 되서 불편합니다. 

There is a bug where the character's health is not visible during the battle.

And I hope some marker follows the cursor so that it is easy to know that the direction of the skill is determined by the cursor.