Hey, I'm not sure I'm going to enter this jam, but I like your work and have been trying to find potential collaborators for future projects in general. You can see some of my game stuff here: https://eternalsandsmedia.com/ Add me on discord if you're interested: @eternalsandsm
EternalSandsM
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I think the game is feeling pretty good. There are a lot of interesting decisions to make and enough tools to consistently beat the boss even with bad rng (and it's often a close fight, which is good I think).
There was also something I hadn't noticed before about the number of cards played per turn. When I first played, I naturally was playing cards to address everything visible, and this is why I mentioned feeling like I needed to play safer. But then I realized you'd almost never want to play more than 1 card at a time anyway, or just enough to meet the draw card tick. Having more options is so important and there doesn't seem to be a reason to play more cards than that (or I haven't noticed it yet). Seems like it would be cool to have incentives for playing multiple cards on a turn. Do you have ideas or plans for that?
Feel free to hit me up on Discord if you ever want to discuss the game: eternalsandsm
Hey, glad to see more updates. I have some feedback for you this time. There are 2 main things that would make it feel better to play for me personally (based on what you have now).
1. A way to heal more easily - maybe auto heal after fights, or if you're going for a more punishing roguelike, a way to pay for heals. As it is, the warlord seems too risky to attempt without full or near full health, and the best way I could come up with to prepare was spam the ninja with more heal cards in my deck.
2. There's a couple instances of things feeling unfair or out of my control that are probably just due to the nature of this system. When I say nature, I'm talking about cards having very specific use cases and encounters with equally specific requirements (to be clear, I like this aspect of it). But because of this, there are too many times that I'm literally unable to meet the requirements of the encounter because of rng. I wish I somehow had more control in that area, even if not always. The other thing is that if I ever overextend my timeline on a turn, I risk unavoidable bad things with the next enemy card. So, typically I feel like I have to always play safe because of how valuable health is, but sometimes given the length of cards I have available and positioning of enemy attacks, I have to overextend. Not sure what can be done there, but something to think about.