Biggest thing I have to say is that death upon having no cards in the deck is really dumb, since you can encounter a mill deck that can summon back a mill card right away. The balancing needs a lot of work. Sometime an enemy will have a perfect starting deck where it's impossible to counter that early on. Then sometimes it plays nothing at all. Then there is the collecting cards mechanic. Instead of choosing right away, a pack of cards is sent to the inventory, then seeing what you get, and then choosing what is in the deck or not. Too much needed for a simple pick a card selection. This has a lot of potential, but the "death on no cards in deck" and how "adding cards to the deck after getting them from battle" are done now has negatively changed how the gameplay is done since the last time I played. I hope it's something that can be fixed with the balancing.
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Hey friend, thank you for your comment!
I understand that the mill mechanic can be a bit frustrating, however, it is a necessary evil since otherwise, players could craft perfect combo decks as small as their initial hand size and always have the perfect hand. If the player is concerned about mill effects, the best way to go is to either make sure to have an answer ready in the deck such as grave shuffle effects, or control tools, or alternatively just pad the deck with more cards which will reduce consistency but also reduce your susceptibility to mill effects.
The balancing does need more work, that's true. The fact that everything is random makes it quite difficult to balance, but I will keep trying to improve balance.
Regarding card packs going to the inventory, there are three reasons why I made it this way.
- Your luck at the time of opening the pack increases your chances of getting better cards, so you can save your packs until your luck is higher for potentially better pulls.
-The same is true even if your luck stays the same since how late in the dungeon you open the pack also improves how strong the pack is.
-Lastly, it is this way so you can go the entire run without opening packs as a challenge.
I understand if you don't agree with this being a good design choice, but at least I wanted to explain the logic behind them.
The one thing that has me confused is that you mentioned how these aspects have changed since the last time you played. I don't think these aspects have ever changed and have been like this
At any rate, I appreciate you playing and I will try your game this weekend! Cheers!
It's been a long time, so I could have remembered how the older versions played a little. But 100% the balancing needs more work, since clicking play can lead to the first fight being a perfect mill deck where 2 cards are removed every turn, sometimes more if they get a better combo to restore discarded cards to mill, and then you can't fight back since you instantly lose when having no cards in the deck. I'd much rather have the discarded deck go back into the normal deck with a shuffle or what Hearthsone has with being able to actually fight back when at 0 cards, with losing HP for each turn with an empty deck.