a new set in stage 3. You can check the changelog for details.
BananaStroke
Creator of
Recent community posts
Hey, thanks for the feedback :)
Don't worry about other people not giving constructive feedback, I have a tough skin ;P
I'm trying to balance the game from time to time, but currently I use my time to get to an ending of the game first :) Same goes for the visual improvements. I might add a cleanse card for the poison but I feel like heal cards are not bad either to counter the poison dmg.
I'm glad you like it overall!
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.