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(2 edits) (+1)

Been playing this a bunch the last few days, and I had some thoughts and bug reports I wanted to share. Or rather, many thoughts, enough that I hope this gets collapsed. Wall of text is go.

Poison damage is unavoidable. Very uncool ever since healing became limited in my opinion.

Shield Maiden and Shoulder plates does not show correct block value when affected by shield.

Researching doesn't seem to auto-target the player.

Relics fail to display sometimes. Could be an issue with playing multiple runs in one session.

Some of the relics are barely impactful. +1 strength does very little in this balance. +1 strength per enemy would be more interesting (+1 shield also isn't much, but that one at least doesn't come with a downside).

Shop heal feels like it ought to be percentage-based.

The Fragile effect if very meaningless against enemies. Although iirc it's never applied alone so not very big deal. Could still consider letting it have some extra effect on enemies.

Hoping for some kind of "gold stolen back" system against goblins (are they meant to steal like 50-60 gold per attack?)

Currently question-mark rooms are too likely to be an ambush. I assume this will be less of an issue when more events are made though.

I'm guessing it's planned, but having the ability to see your deck at any time would be very nice.

I understand re-doing art is never good, but I feel like Basic attack ought to have art where the sword is somewhat prominent.

Saw someone else mention the idea of transforming enemies, and that the extra work isn't worth it. It's a fun idea, and unless the problem is about changing enemy art rather than the amount of art, it might be justifiable to do something like only two stages, and only for bosses.

Again, sorry for the wall of text. I'm enjoying this game and I hope to see it improved further.

Thanks for the feedback!
I will check out the bugs and fix them if I can reproduce them :)
With some of the improvements I also agree. 
I don't really have a good solution for poison (because it is special because it can't be blocked). Maybe cards that cleanse the player, but you will still get the initial dmg.
Looking at the deck will be added at one point.
they steal the amount of gold for each dmg they hit you with. So better block. (might get balanced once stage 2 is further developed)
TF art is especially a problem for future animation. Maybe for bosses, but more likely only as reward scenes after the fight (then you don't need to do all animations X times).
Thanks for taking the time to write things out!

Thanks for the reply!

On poison: One idea is to have effects, or at least poison, tick at the end of the player's turn instead of at the start of the turn. This would give the player an opportunity to use potential curing cards. Alternatively, enemies could apply it with an attack, similar to the goblins stealing. Something like half of unblocked damage is applied as poison (possibly without doing direct damage, depending on specific balance).

On goblins: I did notice the blocking thing, but a: bad luck happens, sometimes you get no blocks, and b: there could be some mental bias involved, but it still feels like they steal an awful lot of gold, and I feel like I frequently find myself ending goblin fights with zero gold.

Can goblins even make non-stealing attacks? Maybe let them synchronize attacks so only one goblin is allowed to make a stealing attack per turn.

On tf art: If planned animation is the main concern, one idea is letting (some) enemies leave static "corpses" after being defeated.

Hey,
The thing you just described would fit more as a "bleed" effect. Also you have to remember, that it will change for the player poison cards as well.
Yeah the gold stealing will probably get a bit nerfed. Currently all attacks steal gold I think, mixing none stealing attacks into it could help.
I assume with static "corpses" you mean just not animate some enemies? Not sure if the mix of animated and non animated enemies would look good. 

Just to make sure we're on the same page, when you mention the bleed, you mean the idea where enemies apply DoT with an attack, right?

With "corpses" I more meant that enemies, instead of simply vanishing when defeated, would be replaced with a non-animated, non-interactive "dead" image. Kind of like Darkest Dungeon, if you've played it (except the position is unimportant so the corpse is just visual).

yes.
I see. But I don't see why this would help with the animations of multiple tf.

My reasoning is that "corpses" would kind of be the next best thing to have instead of enemy tf.

Sure, it wouldn't have the same thematic relevance as inflicting your enemies with the same thing they inflict upon you, but at least it rewards the player with lewds without multiplying the animation number.