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Nowhere Prophet

A roguelike tactical card game set after a technological apocalypse. · By Sharkbomb Studios

Suggestions, Feedback! Sticky

A topic by Martin Nerurkar created Oct 13, 2017 Views: 1,044 Replies: 48
Viewing posts 21 to 24 of 24 · Previous page · First page
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All good so far, couple of minor gripes, the card Tribal Striker? Don't quite remember the name, 4/2 Legendary with First Strike that spawns beasts when it kills a target, I killed a target with it but it didn't spawn a token, I'd casted Blind Rage on the target beforehand. Can it only spawn on the same row? Because I may have been up against cover. On the subject of cover, I feel like followers should be able to attack obstacles or cover on their own side of the field if they're behind it. Like, I got a boulder on the first space of a row and didn't have any obstacle destruction and my followers couldn't attack the boulder since they weren't the first units on the row, so the entire row was just kind of useless.

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Weird, never seen that card not spawn a beast.  It can spawn in other rows.

As far as the cover thing goes, I think its more strategic the way it is now, where you can't attack when you have stuff blocking you. (in front of you)  You can use units in the other rows to clear that obstacle, since they are not blocked, or use some direct damage cards.

Yeah, Tribal Striker not triggering is definitely a bug. I'll have to see if I can replicate that. A log file - or being able to clearly replicate it - is generally a good way to a fix. One suggestion: Did you not kill a follower? I don't think it triggers on obstacles or constructs, only on followers, and the card text may not reflect that. That is obviously a bug.

Also yes, the attack situation: You're not the first person to suggest this but it is a major change. I am pretty happy with the way it plays right now but was planning on trying that out to see if how that feels. But right now there's more important things to deal with first.

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Hi there, really loving the style of the game. Wanted to post a few bits of feedback from my first 10ish hours of play. 

1) Leadership cards don't feel impactful enough. Many of them feel very weak or "filler". 

2) The wound system is interesting but I don't think it plays very well. Constantly having to remove people from my deck after every combat is tedious. Perhaps the point is to only remove rare cards from the deck as the common is mostly chaff. I don't really know I just don't like how it plays and I have been largely ignoring the mechanic after the first few playthroughs so as to not have to sit in the menus forever. 

3) Leveling up does not feel impactful enough. I often see the same 3-5 cards every time I level up and none of them are particularly interesting cards to begin with. I'm not sure if you unlock more card options as you progress or what but  often leveling up just puts overly situational cards into my deck. 

4) Not sure if this is a bug or intended but the card that gives +4/-2 will not kill units with two or less health. It just gives the attack buff. 

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Hi there, really loving the style of the game. Wanted to post a few bits of feedback from my first 10ish hours of play. 

Thanks for the kind words. I am happy you've been enjoying the game enough to play for ~10 hours. :)

1) Leadership cards don't feel impactful enough. Many of them feel very weak or "filler". 

The balance on these is hard, since they are also available to the enemy. If they are too strong they reduce the effect of the followers, which are the key part of the game. Leader cards ramp up in power as you level up and as you get better equipment.

As said, I don't really want to make all the leader cards better across the board since I think the game has a decent balance there. However if you have any specific leader cards that you think are really useless, please let me know and I can see about adjusting those.

2) The wound system is interesting but I don't think it plays very well. 

Hm. Yeah. I keep thinking about the system. I'm thinking about removing the health penalty which means you don't have to remove them if you don't want to since they're not "worse", they're just in danger of being lost completely. Which is fine if you're willing to lose them. The idea behind it is to make the drain of resources as you travel felt in your cards. You need to take care of your people and if you sacrifice it you will eventually feel it.

3) Leveling up does not feel impactful enough.

There are 5 possible common cards for levels 1-3, 5 possible rares for 4-6, 5 legendaries for 7-9 and 3 possible mythic cards for level 10. So the first few levels you'll see the same cards. I plan to visualize that in the levelling screen so you know what stage you're at.

As for card criticism: If you have specific feedback on individual cards I'd love to take another look at them but in general I think I do like the balance. It's a fine line since making them all much stronger means enemies also have access to much stronger cards.

4) Not sure if this is a bug or intended but the card that gives +4/-2 will not kill units with two or less health. It just gives the attack buff. 

Yeah, that is a bug. However I have just tried it and it does not seem to trigger here. Some things were wrong with this a version or so ago so can you make sure you're up to date and see if it happens again?

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Thanks for the detailed reply! I will try to write down some specific cards and things as I play more but for now I cannot think of anything specific. I also haven't made it past the second zone yet so I am probably missing a lot of the game! 

In regards to the leveling system I like the idea of getting better rarity cards the higher level you are. I just wish there were more options which is what I am used to from other games like Dream Quest and Slay the Spire. However if you wanted smaller pool of cards then that makes sense. I just feel like that small pool makes the leadership deck feel very similar each play through. I haven't unlocked any other classes though so I am not sure if those change that up at all. 

I understand that feedback. However more cards would require me to a) design a bunch more balanced cards, b) buy more artwork for those cards and c) would completely break the levelling screen as it exists currently.

But I'll think on it!

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So, let me start off by saying the game is great and i'm looking forward to the full release.  I apologize if these have already been suggested but i'll add them here as well just in case

You guys need to find a way to make all the effects of a card visible when it's on the field. It's a staple of any  and all card games on the market. 

Why is it useful:
- users get information faster from the UI
- reduces the frustration of cards doing addition effects that users overlooked due to not hovering over every single card on the field

A screen with discarded cards (dead or otherwise sacrificed):

Why is it useful:
- again, quality of life that is a staple of all card games. As a user, i want know what cards i have left in my deck, especially since there doesn't seem to be an upper limit to stacking followers;


It's an absolute must if you ask me and would significantly improve enjoyment of the game ( at least in my case), since you already have to juggle quite a bit of information at any given time anyway.

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Hey Markaleth. Thanks for the feedback (and the bug report). A little note of correction: It's just me developing this thing, so bear with me :)

You guys need to find a way to make all the effects of a card visible when it's on the field. It's a staple of any  and all card games on the market. 

What "effects" are you talking/thinking of? There are a lot of conditional triggers that are impossible to visualize discretely for each one... Some keywords (stealth, barrier) have their own visualization, but many only have an icon - which is hidden once the unit has multiple active icon-only keywords.

A screen with discarded cards (dead or otherwise sacrificed)

Hm. I can imagine something like that as an option when you click on your deck. It could show you all discarded cards... Just have to figure out how to best display things without creating a lot of bloat. I had already gotten a suggestion in regards to the deck display so I'm thinking about it... This may be a post-launch feature though :)

Also, if you want to chat about your thoughts, feel free to join the Discord server.

Broken link to RPS article on https://sharkbombs.itch.io/nowhere-prophet under the What is Nowhere Prophet section.  

Thought I'd let you know but wasn't sure where best to post it. Looking forward to the beta!

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Thanks! Should be fixed now :D

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