Thanks a lot for your feedback!
I also think the matches are typically over too quickly or maybe they’re just really swingy.
The lack of swing in this game has always been a design problem, and I think it has a lot to do with the core design factors:
- Hand as health
- Small integers for everything
Because I’m not changing those, the only way I can really impact this is adding new cards, changing existing ones, and perhaps (finally) dealing with effect stacking, which would allow you to build an engine in a more significant way. I’ve got some ideas. If you have any ideas for card mechanics that could help, feel free to let me know.
Though I’m currently not actively working on this game at the moment, there will be a bug fixing and quality of life patch sooner than later, so perhaps I can find some time to deal with effect stacking in that one.
Also one of the cards didn’t seem to work like I expected, “something happens when the opponent gains AP”. I thought the effect would trigger at the start of my opponent’s turn and any other time he gained AP but it didn’t seem to work.
Interesting, that might be a bug. Do you remember which card? And could it be that the opponent’s AP was full so they weren’t actually gaining AP?
Perhaps some kind of check point that you respawn at if you reach a certain point.
Good one. It’s probably doable to add a non-permadeath mode that respawns you at the start of the floor. I think that’d be a nice improvement.