Suggest new features you would like to see, as well as new card / item / monster / quest / hero ideas.

Turn-based deck-builder, minimal visuals, focus on advanced strategies and builds. · By
I suggest that the player cannot die on the tutorial level? I don't want to repeat the tutorial when I'm lose but I want to try other class, The game quite interesting and simple but the tutorial have to many thing to read at first, maybe it could be made into several tutorial starting from basic through expert and introducing the feature gradually? It's just my opinion anyway.
>I suggest that the player cannot die on the tutorial level?
Sure, but it is actually quite hard to die. You have to deliberately skip turns for that.
Did you die in the tutorial just to test it, or inadvertently?
If latter, can you please tell how this happened? Maybe I missed something when designing it, or some element is not explained clear enough?
>tutorial have to many thing to read at first, maybe it could be made into several tutorial
Hm, I will think on that. The problem is that the game is somewhat complicated, especially for the players without previous experience in deckbuilders.
I have already tried to explain the bare minimum necessary to play as the first hero, without any unlocks.
I will review it again to maybe try and shorten it.
Thanks a lot for your feedback, it is very valuable for me.
I hope you will also give your opinions after you played the game itself.
add a line in the “more info” tab about the meaning of ↓ and ↑, it took me some time to discover those had a tooltip. Or maybe use ⌊…⌋ and ⌈…⌉ instead.
an option to disable/delay tooltips only for cards in your hand, those tend to cover other cards, so that you can’t click on them.
an option to play a card with one click, without selecting it first
maybe at all try to avoid tedious optimal play? Stuff like the pipette and cynicism can easily put you in a situation where you get something infinitely if you just prolong the battle and do the same thing over and over again. The simplest fix would be to put a limit to how much you can get with these cards, for example pipette could only work once per stage, and give more max health if that would make it too weak compared to other items.
Really good game btw.
Excellent suggestions, thank you!
>add a line in the “more info” tab about the meaning of ↓ and ↑
Will do.
>use ⌊…⌋ and ⌈…⌉ instead.
I actually wanted to do this at first, but I am afraid these symbols may confuse less mathematically-inclined players. At least arrows have some vague intuitive meaning to everybody. I am unsure of this.
>an option to disable/delay tooltips
This option exists, Settings -> Hint delay. Set it to 5s and just press Ctrl whenever you want to see tooltip.
I am sorry for inconvenience -- do you have any ideas on how to make it more discoverable?
I also agree that current default is very annoying but I am afraid new players will be unable to discover tooltips at all if I increase it. I am still struggling to find optimal solution.
>an option to play a card with one click, without selecting it first
I will consider it. Don't you think it will cause too many accidental misclicks? On the other hand, is will not hurt to add an option.
Meanwhile, maybe you will like to play with keyboard? Press space to play selected card. Full keybindings are documented on 'More info' text tab.
>maybe at all try to avoid tedious optimal play
This requires deep discussion. In short, game has many 'grind to win' options, which is half-intentional.
While adding counter to items is indeed on my todo list (not just for this reason, simply to open more design space), fixing just those two cases is completely insufficient. For example, you can just as tediously gain infinite life by playing Weightlifting with Echo/Miracle/Swindle, or just Stop on Precipice.
One idea is to add some global 'turn limit' mechanics to prevent this together with various soft-locks. I vaguely considered ideas similar to 'sandstorm' form Bazaar, but so far has not come with good enough plan.
Good point about the arrows. My first intuition about them was that they mean that the subject value is increased or decreased by the effect, they look a bit more “meta” than the rest of the formula, like the arrows evaluating the formula.
I meant an option that only affects tooltips specifically for cards in your hand during a stage. The current options also affect tooltips in all other contexts.
Currently the selecting of cards causes me to use persistent cards more often than I meant to sometimes, because I double click when I don’t mean to. Thanks for reminding me of the keyboard controls, will try that.
You have a good point about the tedious optimal play, that’s a valid approach to the game’s design that I’m just not used to. It’s not really an issue to me, I can always just decide to play with a conduct to avoid using certain cards in certain ways, or pretend there is a limit.
I actually am very interested in this idea and already considered implementing it (this is commonly called Banish in most roguelikes, so I will refer to it as such).
My primary problem with this mechanics is that game has so many cards (more than 360 currently), that banishing just a few of them will be too small of impact. Game currently has “banishing” items (Porcelain Dove and Anchor) which remove whole classes of cards from rewards, but of course you need to find those items first.
If you have specific suggestions on how to make generic banish more impactful and / or about new banishing items, I am very interested to hear them.
I considered that also, but that seems way too powerful, especially of more than one resource is banished.
During debugging, when I restrict card pool to a matching single-resource cards, my win rate with “basic” heroes (Warrior, Mage, Rogue, Priest) goes to nearly 100% even with ascensions.
So it seems like some compromise is needed. I will definitely add more banishing options to the game.
What do you think about adding resource-banishing rare items with corresponding hard quests, similar to how the current game handles “immunity” items (Jade Ring, Helm of Courage etc.), which are also very powerful?
Also, the game have many items and cards such as Shimmering Robe and Kaleidoscope, intended specifically to help with using “off-color” cards in the deck. Do you feel those options are too rare or not sufficiently strong to justify picking such cards?
New release (v0.26) contains some tools to banish cards. Most powerful is probably the Altar of Missing God, but the downside is that you must, counterintuitively, pick an Altar for resource you want to banish, so inexperienced players will frequently miss that.
The Anchor is now rewarded by 2 new quests, both rather easy. Minor downside is that some otherwise useful items, such as Pauper’s Bowl, anti-synergize with Anchor.