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(+1)

Oh! Oh my, I'm glad you ask this about the discard conditions, I didn't even realize there could be confusion about that!!!

So, the discard conditions, like the healing bonus when discard sword elements on the SerapHeal Engine 7SW, only works for cards discarded through activating that specific module. So you get that bonus when you activate the SerapHeal BY DISCARDING A SWORD CARD, and not by discarding a sword card to pay any module activation (even if it is another REAKTOR ACTION.) Although that seems rather interesting, but no. You pay one card from the reaktor to power up one module, but you can activate any number of modules any number of times when you ACT, as long as you have cards to discard to pay for them. The Universal Convertor, Reaktor-to-Armaments REVELATOR 40 by Silber Chordata does allow you to discard cards from anywhere to activate its effect, be it from your armaments, your reaktor or even your support systems (which is represented by cards in your hand), but that's still a Reaktor action, you can still only use it when you act, and the discard condition still only applies to cards used to power this specific module. I don't know if I managed to clear this up a bit?

ON HIT triggers have the exact same timing as WHEN YOU HIT. The reason they are worded differently is because WHEN YOU triggers proc whenever that action happens from any module. Weapons are a special kind of modules: ON HIT refers to WHEN YOU HIT from the activation of that specific module. Otherwise, you'd trigger every effects from every weapons every time you hit with one of them, if they all had WHEN YOU HIT triggers. It's not the most elegant design, but I really embraced the american boardgame design aesthetic with this one. Since I made a very euro-style game last week, I thought it was fine and a nice change of pace.

I might have nerfed the Chevalière d'Aphrodite a little much pre-emptively after the round of buff I gave it (but I also buffed the Vanguard a little); it used to have 20 HP but I healed about 15 in the game I played with it and I didn't want it to be too tanky, and since I had patched up what I felt were its main weaknesses/awkwardness... But I did nerf its access to radiance so I might have to boost its health back up a bit. (It's hard to do balancing without extensive playtest data...)

Thank you so much! I do feel like I have MANY design knobs to turn and a LOT of design space to explore, it's very exciting! I'll see what I can do for the pacing when iterating on the game further! Thank you again for all your very kind and useful comments and for making a TTS mod, you've been very nice and helpful!

Ah then perhaps THAT's what the Vanguard felt so much more powerful: we were playing it as though reactor modules were being used *in response* to our other reactor actions, e.g. starting a chain reaction from 1 card triggering the Argent Host, moving that card to the Armaments using the UC-RTA, AND gaining +1 hp from the SeapHeal engine.

Now I feel like we didn't even play the same game!! lol

So, to clarify, long version: let's say I had 1 card in hand and 3 cards in my Reaktor (hand=3, armaments=4,5,6, all of Swords) and used each of them to power a single module during ACT==> discard 3 from hand to move my 6 to the armaments, discard 6 to gain 1 height and 1 ascent, and discard 5 to gain +2 hp (?) 

Short version: 1 card powers 1 reaktor module during ACT XD

I think the ON HIT triggers are clear enough, referring to the weapon you are using to hit. It was just the confusion of "do I hit you first? or are you hit by me first?", and I think you clarified that well enough with the distinction between active and inactive player actions!
((Although I suppose leave it to American design where I hit with 1 weapon I get to hit with all!))

The TTS file isn't perfect, but I'm hoping it'll be a good starting point to help with future testing across the internet :)

Thank you! Can't wait to see what you do next!