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BananaStroke

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A member registered Apr 28, 2023 · View creator page →

Creator of

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there is a hand-drawn version in the making, check out my patreon if you're into that...

Thanks for the feedback, happy you enjoy the game. In the final version the game will end after stage 3. It is okay to have a "hard in the beginning, but pays out later" deck in the game :)

I don't quite understand how you can stack so much poison in 1 turn before they attack...

Loosing health or reaching stage 2.

The game should work offline and online, but the problem might have occurred if you turn your internet off during playing (and the game still tried to save online or sth).
Sorry I didn't test this exception that well. 

Thank you for the kind words :)

definitely not intended! Sorry this happened to you. The game usually saves when loading the map.
I would need more information though to find the cause and fix it:
- you see the finished first map and can click on anything?
- where did you leave the game (just after the bossfight?)

You mean so you can see what card you draw next?
I don't really want that, sorry. The player would feel forced to check that out all the time, making it a tedious chore.

For now, yes.

The game has different stages. (2/3 are almost complete)

after the boss at the end of the map the next stage/map begins.

thanks <3

I will cook something up for Update 0.2.0, but can't tell you more yet how it will look :) (Mainly because I don't know yet)

Thanks :)
Currently I don't have any zoom planned. Is it too small on mobile or where would you need the zoom?

If you just want to see the images bigger, there might come a gallery feature at the end, once the game is finished.

Hey there,

the game is made for a 16:9 screen ratio (standard desktop). I assume you play from a IPad or something? I added screen size options, which hopefully lets you switch the size. I hope it works for your Device. If not, please let me know and I'll try to fix it.

I don't know, I guess haters gonna hate.

sorry nah,
I have enough trouble with the mac versions I cannot test...

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.

I'm working on a hand-drawn version by me but it will take a long time until it is finished and it won't be professional art. Keep an eye out if you are interested.

Thanks I guess?

If you compare a solo developers first game to the 1% top successful games made by teams, I won't expect to win ;)

But I agree, for my next game I'll have more experience.

Interesting, thanks for the feedback.

If I understand correctly: You lose in a playthrough and start a new run (where the relics won't work). You don't restart the game in between?

I'll have a look on clearing the temporary saves after losing the game!

I see,

yes I'm aware about the rich get richer cards. I might cap the gold at 1k to reduce the strength. Also the standard game wont be endless but capped at 3 stages, which makes it okay.

Thanks!

I'm working on a hand-drawn version by me but it will take a long time until it is finished and it won't be professional art. Keep an eye out if you are interested.

ah that's annoying. Sorry for the trouble, I can only work with what people tell me, because I don't have a mac. It worked for someone, but maybe they knew some tricks or had a different Mac version...

Hey, glad you like it :)

Currently healing or life steal cards should counter poison a bit. I might add a cleansing card at one point but when I was playing, poison usually didn't stack very high and just rushing enemies down with damage worked fine.

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 :)

Hope you will enjoy it :)
Don't worry I will finish the game, but every solodev overwork themself ;) But if you love what you do, it's fine.

I have many good reviews as well, so I don't mind bad ones (can't please everyone)

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!

Thanks for the feedback :)

The normal Game is not planned to be infinite. (But there might be a special mode for it, so good to know what's working to go infinite!)

The Hp loss after the stages should be removed since V0.1.5.

You get transformed into female. You always start as male :)

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.

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

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.

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. 

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!

SD1.5 with a Custom Model.

It works for me...

click download, choose the android version, unpack the zip, there is the apk :)