Hey! First of all thank you very much for playing and for the supporting comment!
Starting from your last comment, yes, I LOVE slay the spire but it really feels, after a while, that all you do is building the same deck to beat the same monsters, just to unlock the same run with a little bit more difficulty. That was the main spark that made me start with this game.
To the points you like:
-I'm glad you appreciated the two key elements of the fights. I'm feeling very confident in those.
-Happy about that, getting a lot of good feedback about it, but at the same time I have very little confidence in the art, so, thank you very much :)
-Not many people comment about the music! It's the only thing in the game I'm not making personally, but I think my guy (st. GOGO) did a very nice job with it, and I'm proud of how we managed to make it transition between tracks depending on what you're doing.
-Thanks again for the gameplay lol.
As for what the game needs:
-Very important points. Even if it's just a beta/demo, I'm trying to make the game as balanced as possible, I guess I'm not there yet. But personally, except for very few things that are exceptionally better than others, I think in general most runs feel balanced overall. Especially if we're trying to beat the last boss.
After all my goal is to make the player feel increasingly powerful, and at the same time giving bigger and bigger challenges.
Personally I find the game "easy", especially the normal encounters after the 1st level, but that's because I play with all the game's knowledge.
You bring some good point anyway and I'll think about them!
-The game SHOULD have a save/quit system, added in the last version 1.6.0...is it not there? The game should auto save at every non fight room, and at the end of every fight, you can then just quit and load it! The save will be deleted as soon as you die tho.
-I will probably add more fancy stuff in that regard, thank you for pointing it out :)
-Never thought of that. At some point I'll probably set a way to sort by different criteria, and the combo value should be one.
-An interactive tutorial will probably be my next big update!
-Enemies intent is not shown by choice, but having a list of actions an enemy can do is actually a piece of advice I recently got and I totally agree it would be nice to have it!
-More content, yes. I know ahah. This is really just a demo, I wanted to have a strong base before moving to making more. There WILL be more characters and a very important thing to me is that I'll add branching paths for the different levels, to try and keep everything varied and fresh (and give more room to be able to unlock different stuff depending on what specific level you're in). For the demo I just decided to make ONE character and ONE level (I ended up making it like day-evening-night-storm, but it's basically the same level with just increased enemy stats).
-I probably know what UI bugs you're talking about and it's actually what I'm working on right now!
That being said, if you liked it I'd love you to join my discord server:
https://discord.gg/nuc9nCkEgR
And if you haven't, take a look at the game on Steam:
https://store.steampowered.com/app/2437330/Novus_Orbis/?beta=0
I'm actually always a little behind on updates here on itch.
I'm going to upload the latest update on here now.
Also if you don't mind me asking, did you beat the game? Did you beat the two mimics? Outside the two mimics, there are two other optional bosses, did you find them?
Also with the latest update there is another special last boss :)
Thank you so much again!!