Feels great, dont have much that the others havent mentioned, but work on clarity in the hud and game progress and add some juicy goodness and you are good to go.
Only played one game so far, died at the crazy wizard. I feel like there's a lot of good things going for this game, I really liked it. Like a mix of Fire emblem and Slay the Spire. There are a lot of minor things that I would change, but I'm betting a lot of them you're already aware of.
It's hard to tell the range of spells, the black overlay is very hard to see. Something like bright red would be a lot better.
Moving characters around is kinda clunky. Also I would add a movement range when clicking on characters.
Since moving characters is kinda clunky, sometimes I would misclick and move my units to the wrong place. An undo movement button would be a godsend.
It's sometimes hard to click on the correct units. For example, at one point I wanted to direct my healing spell to my main character who was one hex away from an enemy, and I ended up healing my enemy.
A warning popup "Are you sure" before doing something which would seem only to benefit the enemy could be useful (like in MTG Arena)
However, all in all it's a great game, and I can't wait to play the final version. I really liked the pickpocket ability, I was really surprised when I used it on the beehive and it let me summon bees. Makes me want to add a similar ability in my game.
Thanks for giving it a go! This is all really good feedback. I never thought about adding an undo movement button, but that would help a lot, even I sometimes move something on accident. I know just what you're talking about in terms of the MTGA confirmation too, that would be good. I'm glad you liked it!
Pretty fun, I can see this as a really good game if it is juiced up a bit and some quality of life additions are added (just simple stuff like being able to zoom a bit with the mouse wheel, more visual feedback on card ranges and such)
Yeah, I think that'd make sense. I hadn't thought of that. There's logic in there already to use WSAD, so adding in the mouse control in shouldn't be too bad.
gameplay-wise, i think you have a fun solid loop. I saw some replies to your progress griping about the look but I think your visuals are mostly fine (but i did lower my standards since it's a demo)
btw i suck ass at this game, and I don't want to lose progress when I die. fuck your reproducing bunnies
Thanks for giving it a go yatpig! I'm glad you thought the gameplay loop was fun and solid. Is there anything that could be improved to help you through the game? Balance is one of the hardest parts for me, and things like the multiplying bunnies are constantly being tweaked.
As for losing progress when dying, maybe I can somehow make that a little less painful by carrying something over from attempt to attempt.
>Is there anything that could be improved to help you through the game? have you thought about adding a tutorial? i didn't know till my second time playing after i died that the green squares are good, and i'm pretty confident i'm still missing stuff because i'm dumb
>As for losing progress when dying, maybe I can somehow make that a little less painful by carrying something over from attempt to attempt. if it's supposed to be a roguelike then ignore my complaints about permadeath
i don't play card oriented games but i have a friend that loves slay the spire, and i've recommended this to him too. good luck, looking forward to playing an updated one next demo day
Yeah, definitely planning on adding a tutorial, just want to make sure I have the core gameplay loop completed before I sunk the time into one. Hopefully that'll help in the future.
Thanks again for giving it a go and providing feedback, I hope your friend gives it a shot! Slay the Spire was what inspired me to make the game in the first place.
More thoughts: - having a crew makes the game significantly easier, with a crew of two and the three spiderlings, i was no longer pressured. i liked this though, it's very xcom - i think waiting till the portal is open or whatever should show me a counter how many turns left there are, because i could make certain moves knowing i have X amount of turns left to survive - please let me res my fallen amigos, something like xcoms bleeding out where they can be stabilized - i like your monster designs - still no fucking idea what notoriety is but i gave someone 40 gold to do something about it
Excellent! I'm happy to hear that it held your attention long enough for you to finish it.
- I can add in a turn counter for the portal, I can see how knowing just how many turns remain would affect your strategy. - I'll see what I can do about the dying companions. Right now, there's a spell that'll resurrect allies that have died during combat, but it's restricted to the mage class. Some of them are fragile though, and it definitely feels bad to lose them. - Notoriety essentially just skips straight to the end boss if it fills up, whether you're ready or not. It'll be more relevant when there's more stages and it has a chance to fill up.
This is really good feedback, so thanks again! What class did you end up picking to beat the demo with?
The first time I beat it was with the assassin class, and I went back to the warrior class to see if I could beat it this time (I found warrior class the most difficult in my previous runs). Died, then tried again and got this broken sword item where I basically one-shot everything on the map. You can see I cleared everything on the "survive" mission because it's OP (don't you dare fucking remove it from the game, i need it)
The healer seems really useless (small amount of heal and has to stand right next to them in order to heal?), I always opt for the mage when I hire companions. Axe dwarf is OK, but I would never pick him over magic missile men
Oh interesting! I'm surprised you did so well with the double edged sword. I was afraid that people wouldn't like it because you can take some very heavy damage from boss encounters. Good to know that it worked well for you!
As units level up, they get to pick new abilities. I think the healer gets better with some ranged heals, but maybe they need to start with one so they don't feel useless. Good to know that you always go for the magic missile companions, sounds like the other ones need a buff!
Comments
Feels great, dont have much that the others havent mentioned, but work on clarity in the hud and game progress and add some juicy goodness and you are good to go.
Only played one game so far, died at the crazy wizard. I feel like there's a lot of good things going for this game, I really liked it. Like a mix of Fire emblem and Slay the Spire. There are a lot of minor things that I would change, but I'm betting a lot of them you're already aware of.
However, all in all it's a great game, and I can't wait to play the final version. I really liked the pickpocket ability, I was really surprised when I used it on the beehive and it let me summon bees. Makes me want to add a similar ability in my game.
Thanks for giving it a go! This is all really good feedback. I never thought about adding an undo movement button, but that would help a lot, even I sometimes move something on accident. I know just what you're talking about in terms of the MTGA confirmation too, that would be good. I'm glad you liked it!
Pretty fun, I can see this as a really good game if it is juiced up a bit and some quality of life additions are added (just simple stuff like being able to zoom a bit with the mouse wheel, more visual feedback on card ranges and such)
Thanks for giving it a go! I'm not sure why I didn't tie in zoom to the mouse wheel, I'll add that asap.
can you also add panning with the mouse wheel button held down?
Yeah, I think that'd make sense. I hadn't thought of that. There's logic in there already to use WSAD, so adding in the mouse control in shouldn't be too bad.
gameplay-wise, i think you have a fun solid loop. I saw some replies to your progress griping about the look but I think your visuals are mostly fine (but i did lower my standards since it's a demo)
btw i suck ass at this game, and I don't want to lose progress when I die. fuck your reproducing bunnies
Thanks for giving it a go yatpig! I'm glad you thought the gameplay loop was fun and solid. Is there anything that could be improved to help you through the game? Balance is one of the hardest parts for me, and things like the multiplying bunnies are constantly being tweaked.
As for losing progress when dying, maybe I can somehow make that a little less painful by carrying something over from attempt to attempt.
>Is there anything that could be improved to help you through the game?
have you thought about adding a tutorial? i didn't know till my second time playing after i died that the green squares are good, and i'm pretty confident i'm still missing stuff because i'm dumb
>As for losing progress when dying, maybe I can somehow make that a little less painful by carrying something over from attempt to attempt.
if it's supposed to be a roguelike then ignore my complaints about permadeath
i don't play card oriented games but i have a friend that loves slay the spire, and i've recommended this to him too. good luck, looking forward to playing an updated one next demo day
Yeah, definitely planning on adding a tutorial, just want to make sure I have the core gameplay loop completed before I sunk the time into one. Hopefully that'll help in the future.
Thanks again for giving it a go and providing feedback, I hope your friend gives it a shot! Slay the Spire was what inspired me to make the game in the first place.
Just beat the demo, it took me four goes
More thoughts:
- having a crew makes the game significantly easier, with a crew of two and the three spiderlings, i was no longer pressured. i liked this though, it's very xcom
- i think waiting till the portal is open or whatever should show me a counter how many turns left there are, because i could make certain moves knowing i have X amount of turns left to survive
- please let me res my fallen amigos, something like xcoms bleeding out where they can be stabilized
- i like your monster designs
- still no fucking idea what notoriety is but i gave someone 40 gold to do something about it
Excellent! I'm happy to hear that it held your attention long enough for you to finish it.
- I can add in a turn counter for the portal, I can see how knowing just how many turns remain would affect your strategy.
- I'll see what I can do about the dying companions. Right now, there's a spell that'll resurrect allies that have died during combat, but it's restricted to the mage class. Some of them are fragile though, and it definitely feels bad to lose them.
- Notoriety essentially just skips straight to the end boss if it fills up, whether you're ready or not. It'll be more relevant when there's more stages and it has a chance to fill up.
This is really good feedback, so thanks again! What class did you end up picking to beat the demo with?
The first time I beat it was with the assassin class, and I went back to the warrior class to see if I could beat it this time (I found warrior class the most difficult in my previous runs). Died, then tried again and got this broken sword item where I basically one-shot everything on the map. You can see I cleared everything on the "survive" mission because it's OP (don't you dare fucking remove it from the game, i need it)
The healer seems really useless (small amount of heal and has to stand right next to them in order to heal?), I always opt for the mage when I hire companions. Axe dwarf is OK, but I would never pick him over magic missile men
Oh interesting! I'm surprised you did so well with the double edged sword. I was afraid that people wouldn't like it because you can take some very heavy damage from boss encounters. Good to know that it worked well for you!
As units level up, they get to pick new abilities. I think the healer gets better with some ranged heals, but maybe they need to start with one so they don't feel useless. Good to know that you always go for the magic missile companions, sounds like the other ones need a buff!