Wow this game is really fun, Kurzgesagt aesthetic is really well fitting, congrats anon this is a really well made game i hope to see it soon on mobile.
Very nice StS clone. I'm actually digging the aesthetic. At first I was skeptical about crits, but they aren't that disruptive, especially since enemies can't do them.
The cards could be a little more snappy (the hitboxes of enemies are smaller compared to StS, which made me end a turn without playing a card few times). The healing beam deals a lot of damage and single-handedly won me the game. It also seems that there's a lot of multi-hit cards, to the point I didn't see another viable build outside of those + Focus gain. I haven't stumbled upon any bugs either.
You should also make the enemies follow a specific pattern. Right now it seems they're completely random, making stuff like giving you Frail few times in a row. In StS they have a set rotation, like Attack Attack Defend, and they can start 1-2 steps ahead.
World needs more good single-player card games, so keep up the good work.
Yes crit's will only be something for the player because they feel good and getting crits in your own face feels bad.
I will look into the hitboxes, that's probably one of those things you don't notice when deving and playing your own game all the time.
Yeah the Salvage Ray is overpowered as is healing in general i noticed, so those will certainly get dialed down sooner or later, non of this stuff is final.
One other way that works too but takes far longer is Shield Battery + Inversion Build, but hey i got tons of card ideas, just making art takes me a while and there are also still a million other things to do. I aim for 50 cards at least, also many more Crewmembers (as of now you always get the same more or less)
Some enemies already do follow a pattern, but they start the pattern at a random point, so you don't see the pattern, but yeah others are completely random, which sometimes looks dumb (like healing when full), this is also on the todo list.
Thank you again for playing and the feedback, i am starting to feel like i am on the right track with this one... good feeling to have :)
You're really making the simplistic art style work for you. The combat's fun, you have UI elements which help the player out a lot in learning game mechanics, and there's a lot of polish in here already.
Add in some music, some atmosphere, and give my cards hotkeys so I don't have to click each one of them, make player turns automatically end if they have no cards or have no energy and no 0-energy cards, and you'll be well on your way to success. As-is, this game is already ready to be public alpha'd and I'm certain that with the right marketing you'll definitely find not just an audience for this title but an enthusiastic one.
I've yet to finish a campaign yet - but if you can keep the game fresh by adding in Challenges (specific ships with specific decks in more linear campaigns, making it a bit more of a puzzle game) and unlockables (cards which are added to the 'deck of possible cards' when you meet certain conditions) this game I could see easily being worth $20-30 when it's all done and finished.
I'm very excited for you and this project and I hope you gain some measure of fame and reward when this game's done and out.
Half the things you suggested are already on my todo list, like different ships with different themed starting decks and a progression system where you unlock more cards by playing.
The hotkeys for the cards is something i had not thought of yet, but i think that is a great idea.
Learning how to make music that does not suck will be a challenge, since i have never done any music, but hey how hard can it be right?
Thanks again, this comment alone already made my weekend!
Music can be rough. If you've got a budget for it, I'd recommend contracting out for your music. You can expect rates anywhere from $10-70/minute depending on the musician - and some might be willing to do it for free (you'll also potentially get discounts if your music is non-exclusive, meaning they can offer it to other developers/groups) or at discount/special rate if they're credited and/or are offered a revenue stream, such as if you include the game's soundtrack for sale or link directly to their bandcamp/site from the game.
If you just want one or a few throwaway ambient tracks to include in your prototype while you get that sorted and don't have much money to invest in your game for contracted music, feel free to reach out. I can do at least that much for you for free - though they won't be as high quality as you'd get from contracted musicians.
If you don't know anybody in the music sphere, I'd recommend reaching out to Artem Bank or Daniel Swearengin. Both are very friendly and affordable musicians who do good work with a fast turnaround (though I admit it has been a few years since I last spoke with Mr. Bank and I'm not sure how active he is these days) - also they won't rip you off and they play things straight and fair.
Yeah unfortunately i work on a budget of zero hehe.
I actually look forward to getting some musical skills, but this is still a good while down the line i think, my todo list seems to actually get longer every week, but once i start i will probably ask in the thread and discord for help, unless it turns out i am a natural music prodigy, which is highly unlikely.
I also feel some kind of pride of having done everything myself so far and i want to keep that going for as long as possible, even if that means everything takes way longer than it would otherwise.
Thank you for that generous offer though, certainly good to know i have some options in case i completely fail at that part :)
Comments
Wow this game is really fun, Kurzgesagt aesthetic is really well fitting, congrats anon this is a really well made game i hope to see it soon on mobile.
Very nice StS clone. I'm actually digging the aesthetic. At first I was skeptical about crits, but they aren't that disruptive, especially since enemies can't do them.
The cards could be a little more snappy (the hitboxes of enemies are smaller compared to StS, which made me end a turn without playing a card few times). The healing beam deals a lot of damage and single-handedly won me the game. It also seems that there's a lot of multi-hit cards, to the point I didn't see another viable build outside of those + Focus gain. I haven't stumbled upon any bugs either.
You should also make the enemies follow a specific pattern. Right now it seems they're completely random, making stuff like giving you Frail few times in a row. In StS they have a set rotation, like Attack Attack Defend, and they can start 1-2 steps ahead.
World needs more good single-player card games, so keep up the good work.
Hi and thanks for taking a look at this.
Yes crit's will only be something for the player because they feel good and getting crits in your own face feels bad.
I will look into the hitboxes, that's probably one of those things you don't notice when deving and playing your own game all the time.
Yeah the Salvage Ray is overpowered as is healing in general i noticed, so those will certainly get dialed down sooner or later, non of this stuff is final.
One other way that works too but takes far longer is Shield Battery + Inversion Build, but hey i got tons of card ideas, just making art takes me a while and there are also still a million other things to do. I aim for 50 cards at least, also many more Crewmembers (as of now you always get the same more or less)
Some enemies already do follow a pattern, but they start the pattern at a random point, so you don't see the pattern, but yeah others are completely random, which sometimes looks dumb (like healing when full), this is also on the todo list.
Thank you again for playing and the feedback, i am starting to feel like i am on the right track with this one... good feeling to have :)
This is a ton of fun! Wow!
You're really making the simplistic art style work for you. The combat's fun, you have UI elements which help the player out a lot in learning game mechanics, and there's a lot of polish in here already.
Add in some music, some atmosphere, and give my cards hotkeys so I don't have to click each one of them, make player turns automatically end if they have no cards or have no energy and no 0-energy cards, and you'll be well on your way to success. As-is, this game is already ready to be public alpha'd and I'm certain that with the right marketing you'll definitely find not just an audience for this title but an enthusiastic one.
I've yet to finish a campaign yet - but if you can keep the game fresh by adding in Challenges (specific ships with specific decks in more linear campaigns, making it a bit more of a puzzle game) and unlockables (cards which are added to the 'deck of possible cards' when you meet certain conditions) this game I could see easily being worth $20-30 when it's all done and finished.
I'm very excited for you and this project and I hope you gain some measure of fame and reward when this game's done and out.
Damn, thank you very much.
Didn't think i would get high praise for this :)
Half the things you suggested are already on my todo list, like different ships with different themed starting decks and a progression system where you unlock more cards by playing.
The hotkeys for the cards is something i had not thought of yet, but i think that is a great idea.
Learning how to make music that does not suck will be a challenge, since i have never done any music, but hey how hard can it be right?
Thanks again, this comment alone already made my weekend!
Music can be rough. If you've got a budget for it, I'd recommend contracting out for your music. You can expect rates anywhere from $10-70/minute depending on the musician - and some might be willing to do it for free (you'll also potentially get discounts if your music is non-exclusive, meaning they can offer it to other developers/groups) or at discount/special rate if they're credited and/or are offered a revenue stream, such as if you include the game's soundtrack for sale or link directly to their bandcamp/site from the game.
If you just want one or a few throwaway ambient tracks to include in your prototype while you get that sorted and don't have much money to invest in your game for contracted music, feel free to reach out. I can do at least that much for you for free - though they won't be as high quality as you'd get from contracted musicians.
If you don't know anybody in the music sphere, I'd recommend reaching out to Artem Bank or Daniel Swearengin. Both are very friendly and affordable musicians who do good work with a fast turnaround (though I admit it has been a few years since I last spoke with Mr. Bank and I'm not sure how active he is these days) - also they won't rip you off and they play things straight and fair.
Yeah unfortunately i work on a budget of zero hehe.
I actually look forward to getting some musical skills, but this is still a good while down the line i think, my todo list seems to actually get longer every week, but once i start i will probably ask in the thread and discord for help, unless it turns out i am a natural music prodigy, which is highly unlikely.
I also feel some kind of pride of having done everything myself so far and i want to keep that going for as long as possible, even if that means everything takes way longer than it would otherwise.
Thank you for that generous offer though, certainly good to know i have some options in case i completely fail at that part :)