I put it on my list to check, thanks for the feedback!
Happy you enjoy the game!
Thanks for taking the time for this long feedback.
To address a couple things you mentioned:
- not every card needs to be perfect and some are preference based.
- I'll test the font 100+ thanks.
- the darkness in encounters is random and can be easy played around (know or check your remaining deck) also the enemy does no dmg or block that turn, which is good for the player
- there is a poison card that deals poison to 2 random enemies (slime pit)
- not everything needs to be the same as in other games
- There are pro and cons with the different enemy effects. Some decks are strong against card steal for example (high card decks) and some are bad (low card deck). This forces the player to think about the choices he will make and prevents 1 single dominant strategy.
If you don't want to post a wall of text here, you can always join the discord server and give feedback there.
Hello, thanks for all the suggestions. Yes, transformations would be nice but sadly they need a lot of time, so I can't do them all. There is already a stun, so I don't see what paralyze / freeze would bring new to the table. burn would be similar to poison as well and most likely just make things more complicated. MAybe in a future game I'll have more elemental magic :)
Thanks for the feedback. Yes, I also noticed that poison is a bit lacking in the stage 2. Currently in the last update I added a "double poison on enemy" - card which should help. Also I'll update the shop in stage 2 soon and it will contain slime cards as well. So going for (goblin) gold cards and then using the shop could be a strat. Or going defensive should also be great in poison builds :)
Currently the Version 0.1.6 is there for everyone, but for the future you still need to support me on patreon for the newest version (which will be downloadable as well).
This is the only way I can provide an iOS version (Apple is selfish and restricts a lot). But because the money doesn't go to me, it stays the same monetization system, with the build.io's cost on top.
Just remember, that you will have access to multiple games on their platform, not just mine for this subscription.
Hey, thanks for your support and feedback!
The first part of your review is planned :) The player will transform and stay in this form for stage 2. There will be a different transformation or something similar in stage 2 (but it is not implemented yet).
But because the enemies are very different to stage 1, the next transformation will be not a succession from the first. Also This would leave with 9 transformations instead of 3 (so 3x more work and I have still a lot to do for the game already). I like the idea though :)
Thank you very much for your long feedback :)
First of all I'm really happy that you were able to enjoy my game for such a long time! For a solo dev 7h of playtime is more than I wish for (and the game isn't even finished!).
Apart from Stage 1, I haven't balanced the game much. Also difficulty systems are planned (probably similar to most games: play on difficulty 1 to unlock difficulty 2 etc.)
I might increase the Tutorial in the options menu with more details, but I feel like too much telegraphing might stop people from exploring / experimenting.
A story is always hard in roguelikes with gameplay focus and I'm also a beginner in story telling. The AI art doesn't make it easier (imposing more limits). I would prefer to have hand drawn art as well, but I don't have a budget for it and sadly no time to draw everything myself. Maybe I will replace it one day myself (but no guarantees that it will look good/better).
Time will tell how it will look like when I'm completely done with it!
Hey there, Thanks for the lengthy feedback :)
I could add a page to explain the different rewards, but sometimes figuring things out can also be fun. A gallery is definitely planned, but it's something I'm pushing a bit for later, because I want to progress the game a bit more first.
There are currently different starter decks for the game but only accessible to certain patreon tiers, sorry. In the future it will be public at one point. I'm currently also trying to make poison more viable with new relics etc. But because poison can be really strong (especially against single targets like elites and bosses), changes will come slowly.
There was definitely an idea to have more than just a shop (maybe someone selling relics, separating healing from the shop itself, an card upgrade place to name a few). Nothing is planned in the close future and maybe it will all be added inside the shop or not at all, we will see ;P Side note: I just recently realized the size of the shop is not scaling properly with screen sizes, so no idea how the alcove looks for you, haha.
Yes the discord will be public soon! I was travelling a lot currently and had inconsistent internet/discord access. That's the reason I was waiting to make it public. Soon I will be sitting at the PC more again, so it will be easier to manage the discord and it will go public.
overworking as solodev? never... Jokes aside, thanks to the many players enjoying the game I have a lot of motivation left to finish this project and improve it as much as I can! And thanks to the Patreon supporters, I can allocate enough time, for it not to take forever.
Thanks for the feedback I guess.
Maybe one day I have the money or time to replace the art, but currently I don't, so take it or leave it. You can also play it for free even though I spent 100s hours of work on it, but don't worry about thanking me ;)
The balancing is an ongoing process and the game is still in development. My latest survey told me that it is not too difficult though (50% win every couple games, for 25% it was too easy and for 25% too hard). So you probably just need to get better instead of whining here for balance. I'm planning to implement a difficulty setting though, so feel free to replay it then. And it's also the first time where someone is assuming I didn't play Slay the Spire, funny. There will be more relics, but as solo dev, everything takes time. Relics that give you 1 Mana, NEED a strong debuff, because they give a huge advantage. They might never be available in stage 1 because of their strength. But I don't think you know how hard balancing is and I feel like you just want it to be easier, so just wait for the difficulty settings.
Hey there thanks for the feedback.
While I would love for all skill-levels to enjoy my game, I don't think making everything accessible without succeeding in the game is the right way. This would take a part of the reward of succeeding (getting further, seeing new stuff) away from the player. I plan to have a gallery at one point but it will be unlockable with progression (e.g. seeing the enemies you have defeated).
What I will probably add is an easy mode (and hard mode) to the game. But this will be added towards the end of the game and not this early in development, sorry.
The starting deck option might become public, if I have another satisfying reward for my higher tier supporters in the game, currently not planned in the near future.