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Chocoto

6
Posts
A member registered Jun 26, 2023

Recent community posts

this is something that I’ve wanted for a while, the game is promising so far! 

With how you set the game up so far, I’m wondering

Will you be able to add multiple transformations at the same time? Will you make a character for each or will each have the ability to become one specific one? (I’d want to do a playthrough of all as one type)


im hoping to see how this turns out!

The game is updating, just an artist dropped out of the project, the rest is done. They confirmed it on DA.

The queen will only "Lose" when she reaches Less than 100. Whoever beats her, is declared the winner. 

The standard cards and "all cards" are in the firest pack to the left, the second pack is exclusively fairies, the third is exclusively gladiator's and the fourth is exclusively Machina/Machines

(5 edits)

I decided to throw together a quick guide for people!

I've played many card games and I can say this is a fun one, although awkward for deck building.

How to play: Easy, place bets and use your cards to beat your opponent

How to get started: This is a lot harder then expected, as your starting deck isn't the greatest. However, there is an easy strategy using the game mechanics. 
Starting Deck: You have 3 important cards. Cannon Soldier, Jagged Edge and Rapid Recovery. What do they do?

Cannon Soldier: 4 cost, deal 7 damage and draw 1. This is what we call a "neutral play" in card games, going equal in hand advantage. 

Jagged Edge: 2 cost, deal 2, draw 1. A "worse" Cannon Soldier as it has less damage. 

Rapid Recovery: 3 cost, discard itself to grab two from grave (or discard), THEN discard a card. This is broken, because unlike other games.... IT CAN BRING ITSELF BACK.

How to use the Starter Deck: Be as hand negative as possible and be efficient with every use of MP until Dark Contract (take damage, discard, draw 4. Hand reset), to get your pieces. Get both Cannon Soldier, Jagged edge can assist, but is good to keep and Rapid Recovery. Play Cannon Soldier, follow up with Rapid recovery to get itself back and Cannon Soldier, discard what you drew. This creates a hand positive loop as you draw for turn, just make sure not to leave your CS in the grave before the final draw. This is 7 damage per turn, hand positive, and reliable. 

Other Decks: I have given names to every other deck based on their archetypes.

There are 8 total decks you can make effectively. 

Fire Fairy, Light Fairy, Dark Fairies, Lifesteal Gladiator, Enrage Gladiator, Machina Spam, A.E.R.A, and Chimera

Fire Fairy: Slow Ramping Fairy's abusing cards like Fairy Hero and Fairy Mage to create a fire and finale, to slowly increase damage with Firestorm and Fairy Explosion. You use Fairy Priestess, Fairy Queen and Coronation (discard, spawns a Princess in hand and Queen in deck) to increase your damage and heals. However this INCREADIBLY blocks your deck because of additional in deck generation of 6 cost cards. It has way too much generation to be a coherent strategy. Use with caution for extremely long fights.

Light Fairy: Light Fairy's have a lot of draw power and can be used to recycle cards like Stomp extremely fast, I also like to call this Fairy in a Spam Can. Fairy Priestess is busted however, as with infinite cards you can infinitely heal yourself to full each turn. 

Dark Fairy: Haven't tested much but it's a Token Archetype, abusing points of "Corruption" to heal, deal massive damage or create new cards. This is cheap to build, but does require both Legendary's. 

Lifesteal Gladiator: I would say the best. Every card draws into something else and deals damage, permanent height increases built in, extremely cheap only using 1-2 copies of a few cards such as Glad Juggernaught, Regal Gladiator, Size worship, etc

Enrage Gladiator: This is about being as low health as possible, which is dangerous but rewarding. Using low heal cards to keep yourself sustained, you can abuse Overwhelming Fury (+1 damage to glad cards) and Vengeful Fighter (2 + Your missing health/2) to deal insane amounts of damage. Good on easy mode. 

Machina Spam: Use big golem and scrap generation to throw an insane amount of Machina cards into the graveyard to deal increasing amounts of damage with how much Machina is in grave. I wouldn't consider this a strategy, but it beats most low Height NPC's in 2 Minutes. 

A.E.R.A: Personally my favourite strategy. Using "Upgrade" cards you can augment different effects onto the boss Legendary A.E.R.A which creates infinite MACHINA copies of itself in deck, and will Upgrade further when augmented enough. Why do I specify Machina? Because Assault Mech can Search it, as well as any other Machina Search, so feel free to run a big deck. It has infinite scaling, regeneration, DOTs (Damage over time), and very accessible. However, it is very expensive, costs me at least 400 height each run. Just run one of each Upgrade card, 3x Search, Scrap generator and some of the other heal cards, and A.E.R.A.

Chimera: This is what I call "Do whatever you want". It would be cool if there was an actual monster girl archetype but this is just every card that is good on its own. I would say this is where you'd go for endgame, putting Stomp, lifesteal cards and Energy Drain. 


How to build your own: Do not use my word as law, I may be experienced but everyone has a playstyle. I recommend reading the cards, although the menu is really awkward. 3 rules however, Hand Neutral is good, Infinite generation of permanent cards is bad, Damage and Draw is king. 


To the Creator: Thank you! This is fun and i'd really like to see some more with this. If you want me to ever test something out or give my opinions, let me know. I love card games and deckbuilding, and I have a lot of opinions about what would be good in a deck. 

But personally, if you could add something which tells you where characters currently are that'd be great. 

Trying this out, I can say that its extremely difficult, perhaps too difficult.

A coin flip game is ridiculous for this style of game, with a 15 wager it takes too long to reduce to 0. The main lobby is tedius but otherwise easy. 

Ma'riska took extremely long to get a single clear, as there is no indication of where the enemies come from, thus making an instant loss the more common scenario. Every mini-game takes too long to complete effeciently, and I think a stronger payout is necessary. 

Ravenna was the most fun out of all of them, as she could be challenging for risk, or full combat and take longer. This was done well.

Tenevore was... eh. Blackjack is always hit and miss, just as bad as the coinflip, but you can't exactly make it easier. I just think once again, allow a higher wager for confident players.