Super helpful, and in-depth feedback. Really appreciate your perspective on it, you clearly know the genre well - especially given you crushed your first run!
If only you'd rested at the campsite and transformed Mystery Essence, it becomes a fairy wisp summon ;)
You're totally right, balance is going to be a huge undertaking. We're gonna be relying heavily on data, and there's thankfully a ton of dials to turn to balance stuff, but it's likely always gonna have the potential to get wacky given the number of possible interactions and hero/card/gem combinations.
Regarding difficulty, it's a tough one to dial in for the demo, given it's only the first act, and balance is most definitely a work in progress. We hope to implement something akin to the Ascension system to provide difficulty progression in the end, albeit with a twist to serve the party based gameplay. For the time being, empowering only provides a modest increase to power, and mostly serves to unlock new cards and therefore playstyles for heroes.
Thanks again, a lot of great insights, glad you had fun!
Hyperfocus Interactive
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Thank you for your feedback!
Balance and difficulty is definitely a work in progress for us, and each run can be wildly different with so many potential combinations and interactions between heroes - this kind of feedback is super helpful.
We'd really love to have difficulty levels and achievements as a central aspect of progression eventually. As such there will be a difficulty setting for everyone.
Please, send the VOD on through!
I saw! And gave it a shoutout here: https://x.com/HyperfocusI/status/1823311473214435454
Really enjoyed the playthrough, and the feedback was so helpful! My partner and I watched and scribbled notes the entire time :D
Thank you!
It's really great to hear that you recognize similarities to STS, but also see how the party aspect adds novel layers to deckbuilding and strategy. That's a big goal for the project, to keep the best aspects of STS that make it a classic, while creating meaningfully distinct gameplay. I've tried to make design decisions that add genuine depth, but not burdensome complexity, and I was hoping that the end result does feel unique.
Thanks also for the feedback on the UI and audio, I totally agree regarding tooltip hitboxes - that needs cleaning up. With respect to the audio/soundtrack, it's very much a first draft, the loops will definitely be extended, and there's a lot of orchestration left to do. It needs some time and attention now for sure - I appreciate your honest feedback!
Thanks so much for the feedback, support and the VOD too!
It was really informative to watch, and great to get your perspective given that you don't generally play deckbuilder games. I'm going to look into ways to make it clearer that you're drafting a party and not just picking one hero :)
Thanks for sharing with your husband too - I hope he enjoys!
Great suggestion! We will definitely take it into consideration for our next update, you can try the AI on a harder difficulty for longer games, he's not so good with his money!
There is the ability to continue in "Sandbox mode" after you or the AI wins, in this mode, you play against yourself to try and keep your chickens alive but other objectives would be a good addition to this. :)
This game is suuuuuper fun! For your first game, it is an outstanding effort. Congratulations on getting it done in time!
The mix of platforming and topdown levels is an interesting concept! I can imagine some cool animations happening between the levels, showing the camera moving from side-on to a bird's eye view.
The first level is fun and I like the variety of speeds with the enemies, maybe you could have different colored enemys for different speeds? It Reminds me a lot of the world's hardest game.
The second level is quite challenging, and I got a large amount of satisfaction once I completed it. (One thing I noticed is the money sprites looks blurry, make sure to turn off compression in the import settings for pixel art in Unity!)
The final level is an entertaining platformer with a camera that handles well. It has a layout that is fun to navigate and traverse. The next obstacle is nearly always in view before the player gets to it, which makes it feel very fair.
I didn't seem to notice the fullscreen issue you mentioned on my 21:9 monitor, so that's a plus.
Again super well done and we hope to see more games from you in the future, even an update to this game with some more levels would be awesome! :)
P.S if you want to turn off the Unity WebGL border for the build go to Edit > Project settings > Player > Resolution and presentation > click the minimal template :).