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Brian Biegner

8
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15
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A member registered Feb 20, 2017 · View creator page →

Creator of

Recent community posts

Give it a minute or so. Especially when booting the game for the first time it takes a while to load.

(1 edit)

I'm not focused on building or optimizing for mobile, at least not in the near future. Sorry.

Yeah, the newest version is only available to play in browser. For some reason in itch I can't have the same version both downloadable and playable, even if I rebuild it, even if I rename the build. It's weird. Maybe next version I'll try building to both html and exe, since more people do seem to be downloading it now.

No problem. For the new version if you don't care about getting packs and progression you can use the "Add 10 of each card" cheat to get all the cards. But yeah I probably should make a battle only version at some point.

I don't know if you saw but this is one of the older versions of this game. The game is up to 0.0.7.1 now. Though if you're still looking strictly for a duel simulator even 0.0.4.0 fixes a lot of the bugs from this version while also looking way better. This version was about a year and a half ago so I don't remember specifics bugs fixed but I did say at the time of 0.0.4.0, "I can't believe I thought milestone 3 could even be considered stable." I keep these up for posterity, but I don't have much plans to bug fix each version.

The short answer is yes I'm still working on it. Expect a new build hopefully by the end of the month.

The long answer is...well I took a break for around 8 months. As I mentioned I started a job and had a hard time getting back into a solid work-life balance. I started back up again in late April, but still I probably won't be able to keep the same milestone pace I was while unemployed. I'm working the deck builder now and am mostly done with it.  The current plan is to release a 0.7.1 that includes that and a lot of debugging from people who have dropped qa reports since then. I know the overworld in this build is pretty broken if nothing else. I hope to be done with that by the end of June, but you know how deadlines be. tbh I'm pretty confident I can make that, but I don't want to for-sure promise anything just in case. Unless something catastrophic happens I can't imagine how it could take longer than the end of July, certainly. If you don't hear from me by then you're free to be concerned.

It should work if you plug in a controller.

So I started a new job back in October, right around when I posted .7, and I've been having trouble finding free time. I am still working on it, but I can't really stick to the release schedule I was maintaining while unemployed. Aside from that, I've been keeping an eye on the analytics and have seen that the game is being played pretty regularly. The problem with the game as I have it now is that I haven't built it to handle live ops, so any changes I make to it will erase everyone's progress. The player activity has made me more hesitant to hotfix, since that would mean wiping everyone's data. It's of course inevitable eventually, but I want to at least implement the ability to maintain save data before I update it again.