I've been keeping an eye on this project because the concept is up my alley, but in the past the effort spent in parsing what was happening prevented me from really delving into the gameplay proper. For this reason I'm very happy to see that you've been receptive of my and others' suggestions in the thread, I believe the UI/UX has improved greatly as a result. One more retouch I'd like to see is left-aligning enemy posts and right-aligning the player's. As for the gameplay, the roguelike mode doesn't feel very rogueliky, every resource you gain is a net positive because you don't lose access to what you had before, so pathing and related decisions lose a lot of weight, and experimentation isn't stimulated. I think that you should focus your efforts in expanding constructed modes, maybe dividing the available archetypes in classes and having some short story lines, taking a page from card quest (which shares your deckbuilding-in-blocks approach).
Pretty fun, and the tutorial was quite nice at introducing the mechanics. Interesting idea to tell the player the enemy deck before you fight, allows you to switch up your deck to counteract. I also quite liked the world building esque stuff like a anti human captcha to get a reward node. Visuals are pretty good, and while I don't like AI art, it fits the them of the game so it's bearable. Lastly, the phrases attached to the enemies and cards are fun to read.
Comments
I've been keeping an eye on this project because the concept is up my alley, but in the past the effort spent in parsing what was happening prevented me from really delving into the gameplay proper. For this reason I'm very happy to see that you've been receptive of my and others' suggestions in the thread, I believe the UI/UX has improved greatly as a result. One more retouch I'd like to see is left-aligning enemy posts and right-aligning the player's. As for the gameplay, the roguelike mode doesn't feel very rogueliky, every resource you gain is a net positive because you don't lose access to what you had before, so pathing and related decisions lose a lot of weight, and experimentation isn't stimulated. I think that you should focus your efforts in expanding constructed modes, maybe dividing the available archetypes in classes and having some short story lines, taking a page from card quest (which shares your deckbuilding-in-blocks approach).
insane in a really good way, the gameplay was nice as well. I think this project has big potential so I hope to see more!
Pretty fun, and the tutorial was quite nice at introducing the mechanics. Interesting idea to tell the player the enemy deck before you fight, allows you to switch up your deck to counteract. I also quite liked the world building esque stuff like a anti human captcha to get a reward node. Visuals are pretty good, and while I don't like AI art, it fits the them of the game so it's bearable. Lastly, the phrases attached to the enemies and cards are fun to read.
Very interesting and well done. Would be interesting to try and use NN for the reply text somehow. didn't like the emoji trail too much.
Difficult but a lot of fun. I hated having to look at emojis and It would be nice if you could click twice instead of dragging