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Here's another deadlock

Having played the game for a bit now, I also have two pieces of balancing feedback:

- 0 Mana is undervalued. The difference between a 0 and a 1 Mana card seems to be just 1 Mana, but being able to play things for free and turning the game into Yugioh is a huge difference. Imo getting a card to 0 should cost a significant amount of additional gems.

- Exhume is undervalued. Exhume is basically Draw 1/2 from your discard pile, allowing you to recur or potentially even loop your wincon. In this game I had a 0 Discard 2 opponent cards and I also had a card that allowed me to Bounce 1 whenever a card is played. This allowed me to loop my opponents hand to 0 and then recur my damage spell. It costs like 2 gems to make 0 Mana 0/1 Exhaust: Exume dudes and using powered up starting cards you can run wincons that are worthwhile to loop.

Dang, for a moment there I thought this post wasn't gonna have a deadlock waiting for me. Just one quick question, do you remember if your enemy discard the card as a part of its cost or did it lock before that? Also did he only had the 0 cost card in hand when he played it, or did he also had that 2 cost blue card? (Don't worry if you don't remember any of these  details, the screenshot is plenty either way).

I also appreciate the balance feedback, you might be right about exhume, I'll probably rebalance that! Although keep in mind that the game goes up in difficulty up to the 50th successful run you complete, so while you are overpowered now, you are eventually gonna need to be very overpowered. 

This said, it might be boring if it's too trivial to win on the early runs. Balancing is very undertested at the moment,  so your comments are much appreciated and will be taken into account!

Sorry, I don't remember anymore of the details.

Absolutely no worries!

Not only was I able to reproduce and fix the bug, but thanks to the testing scenario I caught 2 other obscure bugs! You are a lifesaver, Auradev!

I've also fixed the behavior of stolen cards to align with the expected behavior (If you kill a stolen card, it goes to its original owner's graveyard and so on), and also placed a fair amount of safeguards to prevent other locks.

I'll do some further bug hunting and some rebalancing based on your comments, and then I'll upload a new version later today.

Cheers!