Hey there. Firstoff thanks for playing and joining the conversation. If you've got any smaller bits and pieces of feedback please drop them here. If you've got larger issues worthy of discussion feel free to open your own thread though.
It actually changes color - but may not be too much. The color of the arrow is white when available and grey when used. But you're right - changing the entire circle color is a lot more noticeable and it's an easy change.
Good catch on the tooltip. That's actually an old mechanic - used to be that you could scrap a card (before I went with recycling). Scrapping would discard the card and generate 1 momentum. Doable once per turn. I decided against it because it messed with the power curve too much - you pretty much wanted to do that every turn - which led to you discarding many cards, which led to you losing play options...
Obstacles don't protect characters from things, and ranged characters other than snipers can't fire around them. Melee characters on the other team can hit the character behind the obstacle just fine.
My point about Ghram Rager is how fast it comes into play. Its a 1,1 that costs the same as Quick Shot, does the same damage, but can also be improved. I've been wiped by beast deck when it gets the right combo out in the second or third turn and starts playing 0 and 1 cost cards that get to attack immediately, receive bonuses for being beasts or other buffs, and manage to keep me from keeping anything on the board long enough to attack.
I've gotten a little mileage out of the Enforcer, I think its particularly interesting how different your strategy and impression of the value of different cards is than mine.
I thin my deck out before leaving the starting camp, usually to 15 or 12 cards, holding back almost all the 5 cost and most of the 4 cost cards. I keep usually one 4 Momentum card and one Warrior Monk, a 5, but I focus my deck on 2s and 3s. Depending on draws, I usually keep it cheap and fast. For equipment and skills I look for Armor and low cost abilities, I avoid the machine gun and the beam laser and they usually don't pay off for me.
In play I discard anything I can't bring out at the first or second turn, I usually prefer to see a wild hand or a sapper. My best play is with lots of low cost cards reinforced with cards that improve all of them, and protected with a Taunt. I prefer to whittle down the enemy before the momentum is high enough for them to bring out anything I can't handle.
That's the strat I've developed so far. I've been dealing with each of the factions I've met fairly consistently. I think it speaks to the game design very strongly that multiple strategies are valid, and that for them the various cards have different merit. For my strategy, the Enforcer is so expensive that I likely won't be able to play it, and it would do too much damage to the cards I'm using at the time.
Thanks! A few questions for clarification:
After you've recruited new followers in a campsite the option remains visible to recruit more followers eventhough it's not truly possible anymore. Same goes for Teachers. Text there even show
We're talking about the button at the right side of the screen, correct? Are you saying the button should not be visible or are you saying that the button is visible and clickable, even though there's nothing to do?
Shouldn't you be able to attack Obstacles with Leader cards?
You should. You couldn't? I'll have to check if I somehow broke this but you should be able to use attack cards to target obstacles on either side of the field.
Seen several typos in my playthroughs, don't know if you want me to keep track of them or if you get to going through all the text at a later time anyway?
There will be an editing pass at the end once all the text is in there. Still if you spot any do throw them my way, I'll try and fix them. Mostly to not get them reported again and again and again :)
It's after you've pressed the button the first time. You get to the actual screen where you can click to give 10 Food to gain new followers. But after you've done that it feels like it should say either something like 'There're no more people for you to recruit', or just have you go back to the camp screen, because atm it shows the same text as you get with the first time you recruit but you can't click the button anymore.
Can't check it now since I'm at work but it wasn't possible for me to attack Obstacles other then with my Followers. Had to waste a few attack turns for some loot.
I'll start keeping track of the typos again. Only wrote down one so far but seen several more. One I wrote down yesterday:
3 momentum Settler card with Rage description: 'If unit kills it's target in combat, refresh rage unit.' 'It's' should be 'its'
Heal wounds heals a total of 10 wounds on your followers. It tries to heal 1 wound on each follower, starting with the most heavily wounded ones.
As for flying. It's sort of intended to be sniper from the other side.
You're right in that it doesn't make a lot of thematic sense but it felt like that way the abilities best complement each other.
Long post on AI, short answer:
AI is hard. Really, really hard. And Nowhere Prophet has a system in place I'm pretty happy with. It's not perfect and it needs some tweaks but there's not going to be a major AI rework - simply for lack of time. I'm not an AI expert and building a really really good system (see Eternal for example) is hard. So unless you find someone who's good at this exact problem and willing to put the time in to make a new AI (for free, cause there's not really much in the way of budget either) then I'm willing to look at it.
But from where I currently stand my time - besides some much needed tweaks - is better invested in working on the content than redoing the AI system :)
Yes, I agree, on both points. AI is hard, and your time is most likely better spent on working on the content.
I can't imagine setting out to do a project and thinking "I'm aware of three ways to do AI. I'm going to use one that isn't as good as another, but is just as deployable."
AI is a huge, nebulous, confusing, omni-faceted space hydra can be as different a problem as the people trying to solve it.
My micro-studio, Applied Game Science Laboratories, is based partly on trying to address age old problems like AI and machine learning in new ways and applying concepts from other disciplines to them. My background is in molecular biology and medicine, so the way I attack a problem like this is probably different than the way a classically trained programmer might. I don't know really, since I'm not a classically trained programmer.
I could see it being possible to deploy some relatively small scale solutions to certain types of AI problems for a game like this using some of the principles I've been working on. It largely depends on what you've got under the hood and which tools you're already working with.
At the end of the day, it sounds like you're happy with the current performance of the AI overall, so I'll move my feedback on to more focused areas of content rather than broad issues.
I'm happy to keep helping and I hope my long posts aren't a problem ;)
Thanks for the nice words and the feedback. I'm happy to get your input and it's great to hear that you're loving it :D
Deck Builder hover
I actually thought about that too. I started redoing the tooltip for followers on the board so you can see the actual card, and did some research on other card games and experimented a bit, and turns out it is a lot more useful if the card does not cover the cursor area but rather appears to the side. So I added that and voila - massive improvement. I'm probably going to straight up add that to all the card tooltips.
Deck Builder remove / add
Yeah. I've noticed this isn't ideal. It's something I can clearly see whenever someone is streaming the game. I'll have to see what I can do to improve this.
Difficulty & Resources
As Inxie mentioned - this is really player dependent. I think the game needs a better difficulty curve in general - easier in the beginning and a good ramp up. At the moment the enemies just aren't balanced as well as I'd like. And the resources are another thing. I want the game to be hard, so there will always be a degree of randomness to your food stores but the general economy needs some work..
There is also the idea - which is on the "nice to have" list - to add a selectable difficulty. That would probably influence enemy strength and resource gain to be somewhat acceptable to balance.
Enter Combat Crash
I really need to look at this. The key issue with bugs like that is reproducing them. As soon as I can create it on my machine I can look at what's broken. Alternatively a log file is always helpful, so if you run into the issue again, please do report a bug with the log file. Note that you'll have to do that immediately after closing the game. Opening it again will overwrite the log file.
The quick answer: Tablets are very very likely but will take a while. Phones are not going to happen unless this thing blows up so massively that it's worth to invest the time and energy to completely redo the interface to work on a smaller screen.
Also here's a quick Twitter thread on the topic: https://twitter.com/mnerurkar/status/921810718114148354
1.Would also love to play this on android.
2.At first I thought the difficulty was a bit harsh due to lack of food. However, once I figured out that killing beast enemies drops a considerable amount of food I was fine. I feel like currently the balance of food is just right in that it evokes that desperate sense of needing to survive early on and also makes having an ample supply that much more satisfying once you get there.
For those that struggle with food. 1. Try to take low cost routes early. 2. Take every battle you can early. If you run into a beast-type enemy try to defeat them instead of letting them flee whenever possible. Completely defeating them results in a large drop of food. 3. Get to a store as soon as possible and spend all of your batteries on food. Once you are over ~70 food things should be smooth sailing from there. Usually if you can do 2 of the above 3 things you should be set early game.
Yeah, that should not happen. I noticed the same when watching Splattercat's video. His tutorial was slightly out of whack because he had some crash he mentioned briefly. I will have to double and triple check this. Crashes shouldn't happen, especially not this early in the game.
It is currently set to 0.75 seconds but will be reduced to 0.5 seconds in the next major update. I am also considering shifting the display of the card away from the pointer.
Follower Stat Colors
There really is no way to do this "right". I had it as red = attack, green = health but people kept complaining. In the end I looked at Hearthstone, considered them the market leader and just took colors that were similar to theirs. Still I decided to add icons to the cards themselves to make it clearer.
It seems that the yellow/red color scheme works for a lot more people than red/green ever did. Plus it has the added benefit of still working for red/green color blind people.
So: I know where you're coming from - it's where I started out, but I'm not likely to change this again :)
And lastly: Thanks for your feedback! I hope you enjoy the game. If you have any questions or need anything else, please let me know!
Yes, first impression feedback is really valuable. It's not something you get often.
Also regarding the crash: from the sound of it it's something that happens when the combat wants to start but for some reason it doesn't. A log file would be helpful but that's reset every time you relaunch the game so don't worry about it. Should you run into another issue though it'd be very helpful.
I'll just have to sit down and try the start a bunch of times to see if I can trigger the crash. As soon as I can reproduce it I can usually fix it. If I can't it's really hard to pin down what caused it in the first place.
I could get behind that. I was playing in a 1/4 window on a 1440p monitor, and even at that size, everything was easy to read (that surprised me, actually). I didn't really need the larger size, but the long delay (which is already being changed) made the interface feel laggy. But I'd be perfectly happy with an alternative like you are suggesting.
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.
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?
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!
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.
Also, perhaps an ability to sort convoy cards by 'rarity' as opposed to just the default sort of focus cost in the main view?
so there is an overview. In the loadout selection screen click the "select convoy" button. It will show an overview. People do have trouble finding it so maybe it should say "show all".
And in the main menu collection you can already filter by rarity