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A jam submission

Stolen CrownView game page

Card based game on a hex grid
Submitted by Alderex — 2 days, 17 hours before the deadline
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Stolen Crown's itch.io page

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Comments

Submitted

thats a real nice game u got there, i love it

there is a mispelling on jacke's page it says that he is a "Competant" swordsman

Developer

Thanks for giving it a go! I'm not a "Competant" speller it seems, thanks for the catch!

Submitted

Never played this type of game before, but I really enjoyed it. I was able to figure everything out pretty quickly, and the cards don't have so much text that I don't want to read it (unlike some deck building games out there). Nice art style. I made it to the winter, but then it felt a bit unfair when the goblin boss sent about a dozen snowballs in a row and took me from 28 health to 0.

Also the deck screen scroll seems to start at the bottom, and you can't scroll if the mouse is over a card.

Developer

Thanks for giving it a try! I'm glad to hear that it was enjoyable, I'll see what I can do to make the goblin boss feel more fair.

Strange to hear that the deck screen started at the bottom, I'll need to investigate that. For some reason that part of my UI is a constant thorn in my side.

Well damn, this is very nicely made. I didnt realise all those different elements progresspost's were one game lol. Feel like id have to play quite a bit to say anything helpful in terms of balance, but the dungeons potentially giving almost nothing vs 10~ rooms of good loot seems like it be hard on balance. Depends how much you want luck to effect things id guess. That said, the dungeons are really cool mechanically and visually and I enjoyed weighing the risk vs reward of it!

Only glitch I found was that the scroll didnt work on the deck menu if the mouse hovered over any cards.

It be nice if the holding the middle mouse button could drag the map around. Especially since it seems you can completely play the game with mouse only otherwise.

Id be nice to have some sort of indicator how much longer the game is. While you have it for when the next boss is I didnt see anything for how many bosses are left.

Im curious, is there any non-random card removal in the game? I either missed it or didn't run into any ways of doing it.

Thanks for the great demo and good luck on the game!

Developer

Thanks for giving it a go! Balance is an ongoing struggle for me, I'm not sure I'll ever get it completely nailed down.

That glitch is a hard one to fix.  Scrollviews are weird in Unity, but I'll try and get that sorted out.

That's a good idea about the middle mouse button. That isn't being used by anything else at the moment, so it could be used for that. Currently you can move the mouse to the edge of the screen (or use WSAD) but sometimes that isn't convenient.

I tried improving the progress bar to show you just how many bosses are left, hopefully that helps! The gates light up as you complete them.

There's currently no non-random card removal.  I've been meaning to add cards for the Thief class which will allow you to discard cards non-randomly, but I've been too lazy to develop that mechanic.

Thanks again for giving it a go!

Submitted

As others have said, this has very nice production values. I'm not sure why the call for a tutorial, I found the battle system to be intuitive and easy to figure out. I just think maybe it would be nice to have a numerical indicator for movement points, unless I missed that. Also, I'm not sure if I can fix this in the settings, but you should allow players to right click out of certain windows instead of having to select the X in the corner. Other than that keep it up! I've seen your progress many times in the threads but had no idea this game was so comprehensive and full of content already.

Developer

Thanks for giving it a go! There's no numerical indicator for movement, but I could see how that'd be helpful. My biggest struggle is just figuring out how to convey something like that without cluttering the screen.  I hadn't thought of right clicking out of windows, but something like that shouldn't be too hard, I'll see what I can do!

Submitted

This is really impressive, looks like a full-blown commercial game. I played it for a while, but died in the area after the first boss battle, cause the difficulty jumped significantly, and I wasn't entirely sure what I was doing, so I'll agree that it needs a tutorial. 

Main issue I had was the fact that as you keep getting new cards, old ones have a lower chance of being drawn(but I think it can be remedied by picking up the same card multiple times, haven't tried that yet). Also, the game was too linear, as you approach the boss battle, you have no choice but to fight, can't even go to a shop to buy stuff, but that's more of a personal preference.

Developer

Thanks for giving it a try! I'll definitely make adding a tutorial a priority, I think that'd help a lot of people. Maybe I can see about different types of boss fights to cater to different playstyles.

Submitted

looks great! its not my type of games so i cant give too much feedback but the biggest hurdle for me was that there was no onboarding or tutorial, lots of things happens at once. but also there isnt a difficulty build up, it's a huge spike right away and the first battle can be death. 

really like how it looks and the extra activities available. 

Developer

Thanks for giving it a try! I was putting off a tutorial until all the core gameplay elements were introduced, but I think I'm finally there. I'll try and get a tutorial added before the next demo day!

Submitted

Really good. It's highly polished and well done.

I had a bunch of fun with it. I don't have much to say other than to continue on what you are doing. There is a lot of depth in this. Just do some more polishing and it will be great. This is something I would definitely buy when released.

Developer(+1)

Thanks for playing! Comments like these keep me going, I appreciate it.

Submitted

Please finish it.

Really polished experience!

- Can get a little repetetive towards the end. Does each stage have 1 encounter that repeats?

- Maybe a overall progress bar to show you far you are from the end goal. Or did I just overlook that? At some point I was just thrown into the castle

- The Melee/Knight Summoning seems to be really crazy powerful. I tried all three and died with the other two. Spamming Knight summons however, I found no level to be difficult.

Developer

Thanks for giving it a go! The amount of content in the second half of the game is definitely lacking, so I agree that it does get a bit repetitive. There's a progress bar that shows how far you are from the next gate, but nothing indicates how many gates there are total. I'll add that in!

I appreciate the feedback about the knight. That class is the only one who gets a summon, I'll need to look into balancing it if it proves to be *too* good. Was it easy because you had endless meat shields?

>Was it easy because you had endless meat shields?

Pretty much, in the beginning it was a bit inconsistent but after the first gate or so I could summon so many things, I also had two companions who could each summon a bat. Then the mana thing that gives 1 mana per unit and the one that heals 3 and reduces all cooldowns by 1.

Since basic attack is just 1 cooldown I was able to tank hard with my knights / have all of them attack / fully recharge mana / have everybody attack again.

Also I'm not sure if this is intended but you can move -> summon knight on mana point -> instantly have the knight consume the mana point and draw a card, disregarding summoning sickness.

Developer

Yeah, sounds like you had a pretty powerful combo going on there.  Definitely a fine line between feeling powerful and having fun vs. being overpowered and making the content a walk in the park. I'll see what I can do to tweak things, thanks again for playing!