Pretty compelling. I didn't know that trying to draw a card without any cards left would be game over. I suggest pointing that out to the player somewhere.
I see many improvements from the old version I played on... DD49 I think? Specially visually, the game looks and animate much better.
Bug: Cards with variant can glitch out with the card description showing one thing and the effect being another.
Exploit: discarding random cards from the opponent hand every turn is an extremely cheap effect that can win you the game easily by making sure the enemy never has cards to play
Pretty interesting. I never played a deck building game before. While being very confused in the beginning, I think I figured it out for the most part. Eventually I died somewhere on the 2nd "level" because the opponent took control of my knight with boosted stats. Rude!
All the battles were really easy and I barely lost any HP until the last one just obliterated me. Guess RNG plays a big role here. I'll play it again later, maybe I can get further.
Ultra Widescreen support seems to be bugged. Had to switch to windows mode.
Also, in the main menu I have "Upgrades available!" but I can't press the button.
This could just be me being dumb, but it wasn't clear to me that cards that do effect damage can target players. This led me to not those cards when my opponent had no monsters on the field because I assumed I would be forced to target one of my own monsters if summoned since my opponent would have no valid targets.
There is some jank with the "boss" stages. It seems they get to go first, since it says enemy turn, but then they don't do anything, but I'm able to play cards. Then once I play a card they do their turn like normal and then it goes to my turn normally. This happened every time for me so I'm not sure what the steps are to reproduce the issue.
I feel like there should be some more visual distinction between the spell and monster cards besides just the border. I think it would help if the spell card art wasn't just characters standing around like the monster art. Not sure about other card games but in yugioh a lot of the spell/traps focus more on inanimate objects, characters doing specific actions, or action scenes (though there are many exceptions) which I think could help set them apart from the sea of AI generated fantasy character portraits.
I REALLY enjoyed this. I mostly played as the Wizard which had the overpowered cards that removes 2 cards from the enemy at the end of the turn. The ability to actually make your own cards was extremely unique and I like how many playstyles there are. Can't wait to see it completed. Only thing I have to say is that the Wizard is a little OP with how good his discarding game is even with his low HP. Most enemies do not stand a chance when half of their deck doesn't exist by turn 5. Also when the player has to click on the button, maybe give it a little bit of a glow effect to make it stand out more.
I just want to point out Mill strategy becomes riskier and there are counters to it, which becomes more apparent at higher difficulties. You can definitely win with any class at any difficulty of course. Also my record time for beating the whole run was not with a Wizard.
I found this game recently and got OBSESSED. This game is highly rpg and skill based as you both have some sway in your cards with crafting but it also had some randomness with the randomly generated cards. While I do run into random glitches like the turn order kinda breaking, some normal enemies having cards better than the elites, and sometimes the ai randomly losing due to unknown reasons. Its still insanely impressive how well thought out the current card mechanics are but I would like some more mechanics as the lack of true variety between the different color identities or "groups" of cards leaves some to be desired as often the typing of a card hardly matters beyond card conditions (which almost all the time wasnt work including or using because of it) or team wide creature buffs (which often aren't super worth and often are lackluster compared to other abilities like exhume). All and all though its a amazing project, I can tell a ton of heart and soul has been pumped into this project like crazy, and I hope you continue forward with it and improve it more!
I think the way in which the control modes work is not optimal sometimes, and you need to click and click ad infinitum. There should be an 'end turn' only button for when you do not wish to use any cards in your turn.
The 'boss' in the castle run just played a card that makes it lose 1 life when at 1 life left. Maybe add some checks to pc decision making for better difficulty.
You have various options for skipping, you can press spacebar instead of clicking. You can click to a specific phase in the middle bar and the game skips until that phase. And then you can press 4 or select the fourth option on the right side to skip the turn. I know these things aren't super clear but the menu has a "how to play/controls" button that also tells you this information.
The AI has some checks not to play cards with costs that would kill it, but it seems to not be working in some cases, I'll look into that!
I was doing well against the first 'boss', then died instantly because of an empty deck D:
I like the sub-tooltips that explain what various effects do. standard for card games, but always nice to see. although they didn't show up when I went looking in the enemy's graveyard to see what their cards do.
I had it in my mind from playing previously, that this game was rather clunky and slow. and that's still true a bit, like skipping through the various phases and how the various skip options don't have great descriptions; and how (I assume) you have to go into your inventory to go open card packs instead of just being given the cards directly as a reward. but it's much better than I thought I remembered.
I didn't do much of the titular card-artistry, mostly using premade cards. but from what little I did of it the card editor seems fine. I like the idea of making your own equipment through a run, and that the cost updates to ensure the card you make is more or less balanced. but I wonder if a system of incrementally improving the cards, like patches in Inscryption, would have been slicker. although this does seem like a generally slower paced game than Inscryption, so perhaps not an apt comparison.
the SFX are pretty distinctive.
the 3D-looking room where the cardfights happen looks pretty barebones compared to the rest of the game.
I found that mostly what I was after was minions I could play on turn 1 or 2, and a round was usually over once time came to play 5 or 6 cost cards. although I did get past the 'boss' on another attempt, and caught a glimpse of what seemed to be longer battles beyond. so perhaps the battles are only so fast in the baby beginner area I was playing in.
Comments
I'm just writing here to let other people know this game is really good (also to show off)
What can I say but
I hope others are going to take time to experience how great it is.
Pretty compelling. I didn't know that trying to draw a card without any cards left would be game over. I suggest pointing that out to the player somewhere.
I see many improvements from the old version I played on... DD49 I think? Specially visually, the game looks and animate much better.
Bug: Cards with variant can glitch out with the card description showing one thing and the effect being another.
Exploit: discarding random cards from the opponent hand every turn is an extremely cheap effect that can win you the game easily by making sure the enemy never has cards to play
Pretty interesting. I never played a deck building game before. While being very confused in the beginning, I think I figured it out for the most part. Eventually I died somewhere on the 2nd "level" because the opponent took control of my knight with boosted stats. Rude!
All the battles were really easy and I barely lost any HP until the last one just obliterated me. Guess RNG plays a big role here. I'll play it again later, maybe I can get further.
Ultra Widescreen support seems to be bugged. Had to switch to windows mode.
Also, in the main menu I have "Upgrades available!" but I can't press the button.
Hey man!
Thanks for the feedback!
Do you happen be around? I could really use your savefile to see why the button is now working.
Sure thing! Where do I find the save file?
EDIT: Nvm, found it: https://files.catbox.moe/vthtz3.zip
If you don't mind going there, I sent you a dm on discord.
Had a lot of fun, just a few comments.
Overall, keep up the good work!
I REALLY enjoyed this. I mostly played as the Wizard which had the overpowered cards that removes 2 cards from the enemy at the end of the turn. The ability to actually make your own cards was extremely unique and I like how many playstyles there are. Can't wait to see it completed. Only thing I have to say is that the Wizard is a little OP with how good his discarding game is even with his low HP. Most enemies do not stand a chance when half of their deck doesn't exist by turn 5. Also when the player has to click on the button, maybe give it a little bit of a glow effect to make it stand out more.
I just want to point out Mill strategy becomes riskier and there are counters to it, which becomes more apparent at higher difficulties. You can definitely win with any class at any difficulty of course. Also my record time for beating the whole run was not with a Wizard.
I found this game recently and got OBSESSED. This game is highly rpg and skill based as you both have some sway in your cards with crafting but it also had some randomness with the randomly generated cards. While I do run into random glitches like the turn order kinda breaking, some normal enemies having cards better than the elites, and sometimes the ai randomly losing due to unknown reasons. Its still insanely impressive how well thought out the current card mechanics are but I would like some more mechanics as the lack of true variety between the different color identities or "groups" of cards leaves some to be desired as often the typing of a card hardly matters beyond card conditions (which almost all the time wasnt work including or using because of it) or team wide creature buffs (which often aren't super worth and often are lackluster compared to other abilities like exhume). All and all though its a amazing project, I can tell a ton of heart and soul has been pumped into this project like crazy, and I hope you continue forward with it and improve it more!
Awesome game. Here's some feedback:
I think the way in which the control modes work is not optimal sometimes, and you need to click and click ad infinitum. There should be an 'end turn' only button for when you do not wish to use any cards in your turn.
The 'boss' in the castle run just played a card that makes it lose 1 life when at 1 life left. Maybe add some checks to pc decision making for better difficulty.
The card crafting is a great feature.
Thanks for playing, fren!
You have various options for skipping, you can press spacebar instead of clicking. You can click to a specific phase in the middle bar and the game skips until that phase. And then you can press 4 or select the fourth option on the right side to skip the turn. I know these things aren't super clear but the menu has a "how to play/controls" button that also tells you this information.
The AI has some checks not to play cards with costs that would kill it, but it seems to not be working in some cases, I'll look into that!
I was doing well against the first 'boss', then died instantly because of an empty deck D:
I like the sub-tooltips that explain what various effects do. standard for card games, but always nice to see. although they didn't show up when I went looking in the enemy's graveyard to see what their cards do.
I had it in my mind from playing previously, that this game was rather clunky and slow. and that's still true a bit, like skipping through the various phases and how the various skip options don't have great descriptions; and how (I assume) you have to go into your inventory to go open card packs instead of just being given the cards directly as a reward. but it's much better than I thought I remembered.
I didn't do much of the titular card-artistry, mostly using premade cards. but from what little I did of it the card editor seems fine. I like the idea of making your own equipment through a run, and that the cost updates to ensure the card you make is more or less balanced. but I wonder if a system of incrementally improving the cards, like patches in Inscryption, would have been slicker. although this does seem like a generally slower paced game than Inscryption, so perhaps not an apt comparison.
the SFX are pretty distinctive.
the 3D-looking room where the cardfights happen looks pretty barebones compared to the rest of the game.
I found that mostly what I was after was minions I could play on turn 1 or 2, and a round was usually over once time came to play 5 or 6 cost cards. although I did get past the 'boss' on another attempt, and caught a glimpse of what seemed to be longer battles beyond. so perhaps the battles are only so fast in the baby beginner area I was playing in.