hmmm... i have NO idea at all of how to play this game
Yeah instructions are non-existant for the moment :-)
You should select "Single Player" then choose a team and click "Start". You arrive then in the "match" view. Then you should drag and drop cards from your hand (at the bottom) onto the blue spots. Once you're done, press "End Turn" for the game to resolve attacks and make the AI play (on the red spots)
When you hover on a card of your hand, it shows you where you can play it. When you hover on a card on the board, it shows which spots it attacks.
Feel free to comment here, I have updates ready but I'm not updating the itch version at every dev iteration yet.
everything u said i had already deduced. even without a tutorial/instructions i could deduce the basic. however it didn't work.
1- i now tried again, and realized i could play creatures on the bottom blue row. the top blue row wasn't "working". it seems if the card touches a square first, u can't place on another. to place a card on the top row u need to draw the card around the bottom row to "enter from the top".
2- not every turn i get a new card.
3- i never succeded in using the cards life and health. i did try using them on creatures that had suffered damage and intact creatures
4- my cards don't show a tooltip explaining what they do, unlike an image u posted. probably because u didn't upload the latest version. but without explanation of what a card does it's difficult to play
5- i might have found a bug. i clicked on "stack" during enemy turn and the button "back" doesn't work
6- does the game save?
7- when does a match end? specific number of turns? or when soemone reaches a certain score?
8- i don't understand what "stack" does
obs: played as human
Thanks for your feedback 🙏, I'll upload a new build next week (I'm implementing items right now and it's a bit of a mess, I need some days to have a publishable build) which will fix most of your observations (the current build is 2 months old 🤦♀️)
1. bug fixed in next build
2. maybe fixed in next build? will check it out
3. yes indeed it wasn't implemented at the time of the current build. Note that you can use it on damaged creatures and intact ones.
4. yes agreed, fixed in next build. I will also add a custom widget with documentation at some points.
5. yeah interactions (clicking on buttons) are a bit brittle if you click at unexpected times. I know I need to fix that. For the moment, don't click too much when it's the opponent's turn!
6. no the game doesn't save, it's a bit tricky to do for html games. Don't click that refresh button :-)
7. a match will end when a number of turns is reached, circa 7 I envision. But this is not done yet, the game rolls on forever.
8. "stack" is the list of cards from which your hand is refilled at the beginning of your turn. When the stack is empty, it is refilled with the "discarded" heap. The "discarded" heap is filled when creatures die.
I'll let you know when the new build is up. I'm unsure if you're notified of new versions? Maybe you are if you follow the game?
i tried it again. well, it's better than before, that's for sure. that being said, it's still lacking.
suggestions to improve:
1- currently, u just play every card u get at every turn. why? because there is no cost to play a card and when a creature dies, it will eventually go back to your hand. As a result, all the player has to decide is where to put each card. There should be more thinking in a card game
1.1- I think it would be better if there was a "mana" system. Different cards would have different costs, and every turn your mana goes back to full. If you did this, you could either make it so your mana stays the same the entire game OR similar to Hearthstone where players start with 1 mana and every turn their mana increases by 1
1.2- cards used would never go back to the player's hand. unless they used a "ressurect card" or something like that. For this to work, you would need bigger decks
2- if you want players to save their progress/decks, you could just show them a "text/code". the players would then save this text/code in their computers, and when they want to play they just put it inside the game so it knows where they stopped
3- i might have misunderstood, but it didn't show me the description for the cards.
4- i guess you should draw the same amount of cards every turn? until your deck is over. either 1 or 2 cards per turn probably
Thanks for the report 💯 I basically agree with everything you say.
- Yes I have considered this, and you are likely right. Most card games have a mana system, and there's a good reason for it. I'm considering adding it. Currently I'm automatizing checking that the game is balanced. Once I have this, I can go on complexifying the game, being sure my automated tests will tell me if I break the balance.
Regarding used cards, I like having them going to the "Discarded" stack and then going to the "Stack" stack (the one from which cards are drawn), as in Slay the Spire. This may not have been obvious because the decks are small for the moment. - Yup I could do that, it's just that I didn't do it yet :-)
- If you hover on the skills (like Discipline, Long Reach, etc.) it should show the description in an hover. Sometimes you need to click on the game's background for it to work (a focus issue likely).
- At the moment you draw the same amount of cards every game, 3 IIRC. It seems right, I don't want too low (because cards die quickly) and not too much (so that the hand stays understandable) either.
Added a devlog to show what I've been up to 😎 https://hgames.itch.io/pixel-card-wars/devlog/225841/how-gamedev-proceeds-hand-d...