First I just wanted to give a shout out to splattercat, as he was the reason I picked this up in the first place. Now, for some initial impressions and suggestions.
- Amazing art
- Great menu design and overall aesthetic, I especially like the HS deck tracker-like
-Good card mechanics, nice blend of old standbys from MTG and HS as well as innovative ones
-Excellent Lore, I really like how the game feeds you information about the world and atmosphere piece by piece. I definitely get a sense of discovery and being on a voyage into the unknown in a very interesting and unique world.
- Grid based battle field mechanics are very nicely done. Feels a little like a blend of traditional TCG and Duelyst while sticking closer to card-based instead of unit/grid based play. A perfect blend IMHO.
-Deck mechanics, equipment, leveling up, recruiting followers all intuitive and well done
-Great music and competent sfx. I think the more minimalist approach works great here
-Good variety of cards/tribes/styles. I especially like how each enemy type gives specific loot and relies on a characteristic set of mechanics.
- Poor tool tips for opponents units. It lets you see their abilities but not what those abilities/keywords mean. I would recommend giving a full popup for enemy units similar to what happens for cards in your hand. Alternatively, you could have an in-game glossary of mechanics
-Lack of help in general. Outside of the tutorial there is no explanation/reference for game mechanics to be found. An in game glossary and the ability to replay the tutorial would be helpful. One thing that is still unclear to me is if a larger convoy size causes increased food consumption as you travel.
-You can't use consumables unless you are at certain locations. It makes a lot more sense to be able to use consumables at any point on the map.
-No sell value displayed for non-battery goods (Eg. cant see how much equipment is worth before you sell it)
-No retreat mechanic for the player. I feel like being able to retreat for some kind of penalty would make a lot of sense. I feel like having the slim chance to live to fight another day is preferable to slowly loosing a battle of attrition.
-First battle hangs/crashes which kind of ruins the initial tutorial. Seems like this is a common problem for most.
-A few mechanics are pretty unbalanced, especially the regeneration mechanic. I would recommend either a nerf or adding more counterbalancing mechanics.
-Unable to edit which learned leader abilities you wanted in your leader deck. I feel like not being able to selectively edit learned cards in your leader deck takes away form some of the customizability
- I never really was in danger of any of my units dying. Perhaps lowering the death threshold from 4 to 3 wounds would make this mechanic a little more relevant. However, I never felt like the difficulty spiked significantly in the two levels available, so perhaps the wound mechanic is fine and will become relevant more late game.
-Weapons/gear seemed to have a minimal impact on gameplay later in the game. Only adding 1-3 cards to a large leader card pool ends up diluting out the gear's effect. Either being able to edit (and thus pair down) the leader deck or having gear contribute more cards later game might help solve this.
Overall amazing game! I absolutely love the whole concept and think it solves a lot of problems that competitive TCGs have while keeping all the fun of building and piloting your own decks. I especially like the flexibility in being able to experiment with different designs as well as how the card and FTL-like mechanics mesh wonderfully together. Aside from a few minor tweaks, I think everything so far is phenomenal and can't wait for more! Seriously, phenomenal concept and top-notch execution!