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I return for another Infinidagger adventure!

So before I dive into new thoughts, I just want to note I found a bug. I'm not sure how much of what was going on needs to match, so I'll simply state that I killed the last element, a Rock Elemental, with the rock that the elemental gave me. I had performed no other attacks that turn, and it resulted in nothing responding. XD

I also want to note that most of this was from the same version of the game I played before. Part way through writing, I did realize I forgot to update and opted to play more with said version.

With this said, I can now get into some of my new observations.

So I know part of your intent is that you want players to discover things and be surprised by what happens. This was something you brought up when I noted just being thrown in and being confused as to what to do (which I still think, for the first screen, you should indicate what the player should do). While this is a good idea starting off, when I have multiple visits to different things, have no idea what they do and ultimately just feel like they're having a more negative effect, I'm just going to ignore them. Some examples...

- The Training Dummy. As far as I can observe, I just lose HP here. What is training supposed to do?
- The Pond, the Campfire, and other screens where you're asked to discard a card. Save for one lucky time where I got the cat and somehow got a good reward, these things always result in me losing cards and getting those cards you can't use. What I would suggest is an internal check where, once the player has encountered it, say, three times, it offers knowledge of what to do.

The next thing I wanted to bring up was the amount of monster blood early on. The amount of blood obtained from enemies even a few boards over is way higher despite them often being easier than they were in the start due to just having more cards and options for fighting. I'd like to suggest that in the first few boards, monster blood drops higher.

(Additional off tangent note. At this point, I began playing with the latest version of the game and had another bug such as above, again involving a rock elemental. This time, however, it froze following the enemy's turn).

The last thing I wanted to touch on was something I felt just... didn't make sense. So some enemies are able to apply wound and bleed effects which remain in your deck afterwards. I don't recall if they remove after a fight (and if not, they should). However, I also feel like if you block the damage of the attack entirely, those effects shouldn't be applied. I mean, if an enemy hits you four times but you block it all, how would it make sense that you now have four deep wounds? You blocked them. They didn't actually touch you. :P

Hey! I've been absorbed in development and didn't realize I had so many new comments here. 


First of all, thank you very much for playing and for the bugs report! 

The game is for sure not bug free yet, but it's getting better with each update. 

I admit that I haven't played the rock in a while now, and that's probably why I didn't know it had issues. Thank you, I'll check that! 


Your input about the events is absolutely valid. I've recently added some speech bubbles to the character, but your advice about having them more explained after finding them a few times is something I'll definitely keep in mind when I'll have a progression system in the game. 


The dummy is the only way to obtain special cards (the yellow ones). It has a random, increasing chance to drop a card. But I admit the chance may be a little too low. 

The campfire is the only way to get rid of cards without getting one in return. Which is a viable option to make your deck lighter if that's the style you go for. Also, it will give you a special blessing if you give it five cards in one encounter. 

The other type of event (the Boulder, pond, hurt creature) all give you a different card depending on what you give them.  They all kind of make sense if you think about it, while cards that don't make much sense will give you a bad result. 


For blood, I may balance it in the future, but my goal was to make it impossible to buy the blessing in the first level, giving the option to save for the blessing for the next encounter, or buying one of the other options for an immediate boost. 


As for the last point... I can't say you're totally wrong lol. 

As the game is set now, you'll get status and affliction cards if you get "hit" in any way. On the other hand, you'll avoid both if you're evading. 

It's something I'll think about :) 


Thank you very much again!