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Royal Decree!

A medieval themed roguelike deckbuilder. · By LonelyPixelStudio

Great game

A topic by witchaywoman created 82 days ago Views: 47 Replies: 2
Viewing posts 1 to 3

Really nice game. Love the design, overall strategy, the need to juggle the battlefield vs courtroom turns, and building up a nice deck. Learning curve is not too steep and pretty enjoyable to get the hang of things.

The new updates make the game much more playable (no lag on the loading screen between fights). Unfortunately, I am now getting a bug where taking a new card as a reward for winning a fight does not work. Clicking on any of the three cards does nothing. I can only click Skip. This seems to be a new issue?

A few other humble suggestions:

- Make the start conditions a little less random. I always restart if I get a ruler with low total skill points and/or no skills for some colors. Maybe always give 1 point to each skill, plus 4 random extra skill points?

- Speed up the playtime animations even more.

- In general I find the difficulty is probably 10-15% too hard, mostly because bad luck can easily wipe you out. Adding more baseline resources (50 instead of 30?) might help. Or let rulers start with a pick of 1 of 3 extra starting cards.

- Some of the random negative ruler talents are brutal and basically kill the game. 


Screenshot/console in case it helps w/ debugging. Can't pick a card, can only click Skip. Occurs on Firefox and Chrome.
```

webgl.framework.js.gz:10 OnPointerDown

UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)

UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])

UnityEngine.Logger:Log(LogType, Object, Object)

UnityEngine.Debug:Log(Object, Object)

Draggable:OnPointerDown(PointerEventData)

UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerDownHandler, BaseEventData)

UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)

UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(GameObject, BaseEventData, EventFunction`1)

UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData)

UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&)

UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()

UnityEngine.EventSystems.EventSystem:Update()

```

Developer

Hi,

Thank you for your insightful feedback, I’m very glad you’re enjoying the game! I think all the suggestions you mentioned make sense, and I’ll likely incorporate them in upcoming updates.

I have a few notes which may help your gameplay in the future:

  • There a fast animations toggle in the preference settings menu, but I agree that the animations feel a bit slow (especially the pips going into the resolution, I think I need to adjust the speed of that animation even without the fast animation checkbox)
  • The turtle sigil at the start is essentially guaranteed to show up, and grants extra resources to start with. There’s a risk reward, since other sigils may be more useful long term, but less useful at the start. I’ll probably come back to the starting resources in the full game, when I’ll introduce difficulty levels.
  • There’s a way to abdicate as the ruler, by tapping on the button with the character stats. That may come in handy some times, and there is a lite ruler suicide synergy that maybe could be a viable build. Note that abdicating will cost you some resources, and increase all faction influence by 10.. so it’s not a freebie. image.png

Also, I apologize for the game-breaking regression bug you encountered, it’s been resolved now (v0.24.3).