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(2 edits)

Gave the succubus theme a good run through. Is it normal for Zekari to keep her attack boosts between games? Also noticed the Apocalypse card being able to take out Valeria right at the beginning of the match. Valeria starting at 100 health to enable blitzing and the fact her notorious regen ability is able to apply to the player now normal?

The (de)buff displays are a very good step in making the cards more accessible for understanding. It should be noted that the coven theme deck has an alarmingly large number of buffs that either fail to give a buff description or fail to generate a buff name in the list entirely.

The additional text box describing keywords in match is a nice touch. The activate keyword definition box is however poorly worded. It just simply says it can be activated again without mentioning a card of that name has be played before the effect can be activated again. Since the keyword boxes are so big you might as well tack on a note for the coven spellcost keyword it not only requires that much coven level but it will also reduce coven level by that amount. I personally think the (de)buffs could be stuffed into that keyword detail explaining list as well, but that's more of a wish.

Also in regards to deck editor the box in the lower left corner of the screen displaying card details isn't wide enough so it cuts off the text of the longer descriptions. Given the empty space at the bottom you could afford to widen that box so a player doesn't have to enter a match so see everything.

Also the submissive debuff seems to do nothing to the enemy despite the fact it should be stealing height. Also slime witch serena is only allowed to have 1 in deck building mode despite being epic and costing 10.

1. Yup. Zekari's boosts are permanent. (I probably should add the word, permanently to it.) 

2. Nope. Definitely thought I fixed that. Valeria should have far more HP, not sure why it's capping at 100... (Are other characters having the same issue?)

3. Thank you! I'll work on adding those in. (Thought I got them all...)

4. Yeah, activate can be a bit confusing. It should probably be reversed. So if active, you can discard it to resolve it's effect. 

5. Hm thought I added that to the Spellcost notetag. Must have missed it :(

6. Yeah, I did try making that box bigger, but it causes weird issues with trying to actually navigate the library to add cards (it's a tad janky in MZ sadly...)

7. Odd. Was confirmed that it was working in the full version. Which card applied it? Might be one that I missed.

8. Seriously?! Oops. That's my mistake on that one :D 


Thanks for the detailed report. Will fix these up soon hopefully!

(1 edit)

An amusing quirk I noticed in battle with coven/dominance decks is that even if you steal the enemy down to negative height they'll keep fighting as normally even though they should of technically shrunk out of existance.

r2) the timid Maru has 20 match start hp even when over 2k height. Valeria always starts the match at 100 health regardless of her current height. I strongly suspect the enemy health height scaling is broken. An other oddity I noticed with valeria is that when you steal height from her you gain height and keep it but valeria reverts to her pre match height after the end of the match. It should be noted I did an easy mode run through.

r7) not only cruelty of fairy but also a fair number of dominance granting succubus cards which (also apply submissive to the enemy at the same time despite not saying so) all have that inactive submissive. It seems any card that grants dominance to you also grants an equal level of submissive to the enemy but the submissive doesn't do anything.

(1 edit)

The max health IS scaling correctly, the problem is they start with their base health value, so "Execute" cards will generally kill because the enemy starts at 40 HP out of their max 750 HP (random values for example sake).

This is noticeable if you allow the enemy to use drain spells or healing.

I did find my issue as to why they happened, they are supposed to heal to full at beginning of combat, but it was removed by accident while I cleaned up some stuff. 

And the submissive state granted is name only. The effect you need to look at is the players one. (Since enemies can’t have special effects like that, so it’s a work around to kind of make it happen.)