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Some random thoughts for Week 2

A topic by davetech created Dec 11, 2019 Views: 123 Replies: 1
Viewing posts 1 to 2

Now you have the pushback mechanic it would be nice to see some different types of objective; hold a position, don’t let enemies cross a line, survive X rounds, enemy team is much larger than yours but you only need to take out one of them. If you have seen Card Hunter they give both teams victory points which you get by killing enemies or doing objectives.

I think the game should auto finish once the last enemy is killed.  

I pushed an enemy into a hole/wall and I was hoping it would kill or damage them.

Icon to show if someone has a defensive ability active.  

I assume you plan to do many ground based spells like setting the ground on fire/making walls. But I think the blocking enemies from going through the player could be more thematic. Just by branding it as putting sludge down or webs might be more visual and less abstract. 

I think you intend for people to pick cards, however when you have cards like the Quick Shot and Power Shot where one is just flat better I’m not sure why someone would pick the weaker card. However you might plan for it to be a rarer drop or have some price to equip it. 

Sorry for the brain dump. 

Great feedback!  Keep the brain dumps coming :)

I think the game should auto finish once the last enemy is killed.  

I'll be stringing the encounters together in to a 'dungeon' so will be addressing this one soon.

I pushed an enemy into a hole/wall and I was hoping it would kill or damage them.

Knocking them down pits will definitely be a thing.  Collision damage with other enemies to

I assume you plan to do many ground based spells like setting the ground on fire/making walls. But I think the blocking enemies from going through the player could be more thematic. Just by branding it as putting sludge down or webs might be more visual and less abstract.

I'm hoping that map control can develop in to a fun element.  I threw in the "control area" card but didn't give myself enough time to work on the mechanics of it.  I will want to add a raft of other area controlling cards too like you suggest.

I think you intend for people to pick cards, however when you have cards like the Quick Shot and Power Shot where one is just flat better I’m not sure why someone would pick the weaker card. However you might plan for it to be a rarer drop or have some price to equip it.

Deck customisation is coming up :)  Exactly like you say, it'll be more costly/more rare.  I probably want to differentiate it a little bit more than +dmg/+range.  I probably need to spend a whole week on the cards but I'd like to get the deck builder in first so I can experiment with the balance/choices there first.


Thanks for the detailed post, it's really helpful.