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Veldax

17
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A member registered Jun 29, 2022

Recent community posts

(1 edit)

I'll leave some feedback on the current verison.

1. A merchant needs to be in the game to let you cut cards out of the deck. I don't want to be use the same "deal 1 damage" tiles you start with 4 copies of late in the game if the AI plays a deck full of effect tiles at that point in the game.

2. Someone should be doing damage when the board gets full with no winner. I had 1-3 matches already that dragged on too long where both the AI and me couldn't deal any damage to each other, and this went on for 70+ turns and 5+ minutes in the 2nd battle since we kept having full boards for many turns in a row.

This is too common in the first match too where you only have basic tiles and I kept tying with the AI for too many turns where I couldn't even end the match anymore because I don't want to take damage. This gets boring and a waste of time too quickly.

3. The AI could use improvement. I had one match where the AI could have beat me and ended my run, but it placed its O on a square that didn't win it the match and ended my run, letting me defeat it to move on to the next match. It should be more aggro in its plays to do as much damage as possible to the player, even if it leaves an opening for you to deal damage to it.

4. As a thought, the player should be fully healed after battles. You only can heal in reward screens, but they end up taking over a tile choice since you only get 2 at a time. Instead, it should be max health upgrades since I thought the "gain X% health tiles" were tiles to be added to my deck, only to find out that just heal me for that much health without adding anything to the tile.

5. Hearing that elites and bosses are in the game, make them pay artifacts with passive effects as loot that trigger when you do something like "when the board is full, if you have the most tiles, deal X damage to the opponent." They only pay tiles, and they aren't that rewarding right now to defeat.

6. Finally, add an option to view your cards left in the deck. On card draft screens, I can't tell what I have in the deck and I don't want to add something that doesn't sync with it if I don't ever know what I have to begin with.

Thought I fix my mistake to say the game was Oni's Quest since I kept saying Yokai Kingdom in my prior reply. Sorry I mixed up all of that stuff.

I'm trying to start the game, but the game is requiring me to create an account in order to play it, and when I tried to create one on the main website, the "create account" button doesn't work and does not take me to the next screen. I also tried to go to discord to speak to someone about it, but discord is forcing me to verfity my discord account through a cell phone, which I don't have. Why do we need to create an account to play Yokai Kingdom, let alone the button on this page doesn't work.

I need some help as to how to get past this screen since you didn't make it easy to contact a developer on the matter, and the comments section here is the best page I can leave something for help.

Maybe what you can do for the lucky draw is maybe move it to the shop where the player can pay a certain amount of gold to gamble on getting a card, and its either common, uncommon or rare and the more gold you pay, the better the rarity of the card. The lucky draw also has a 10% chance where it pays you back double the amount of money or let you choose between 3 cards of the rarity you paid for instead.

As for the card alter, you should move it to the shop too so all of the deck management is in one place. Technology, the card alter is a hybrid of the junk shop and the lucky draw since you trash up to 3 cards and get a random card back. Only thing I can think of is you pay gold to cut cards out and end the runs after 3 maps total since if they go on for 4+ acts, you still have to deal with deck bloat problems from forced card rewards, etc. and I think I would get sick of the game after 3 maps since forced card rewards and long runs don't mix well.

That's my 2 cents on the topic to move everything to the junk shop so you get all of the deck manager services in one shop and add more events like one that gives you a random relic, etc. As for the deck, showing 3 cards at a time and you pick one to resolve gives you some control over the order of encounters or events you want to do. Another game I play on mobile, Dawncaster, does that with a deck of cards and if you want to watch a video of it or something, its one way to do the map deck a bit.

Thought I update on some feedback regarding the quick draw event. On my last run so far, I encountered this event maybe 10+ times, and I'm getting tired of the game giving me any random card from said event when the player has no say as to what card gets added to the deck, and I rather see a "skip" button if you don't want to deal with playing slots on this event.

Basically, you are shown 3 facedown cards and you pick one, and are forced to keep whatever you take. A reason I don't like this event when it pops up is:

1. You can't skip the event.

2. You have no say as to what the result is since the cards given to you is random, unless you get lucky getting the "gold pile" card that gives you gold instead.

3. It feels like a slot machine-type event to me that I can't understand why its in the game, considering you are forced to take every card reward offer to you, and I don't like a random event just adding random cards to your deck to just bloat it up.

Then again, I did hear the developer saying deck management be important, so what is the lucky draw even ever in the game to begin with if we are encouraged to keep deck size down and some event just gives you more junk to clog up the deck. I can't understand the reason its in the game and you can't skip it. Thought I ask what the design choice was with putting it in the game, especially with what I said above besides being an event that I feel is more of the game telling "here's a lucky draw event, and now I'll give you more junk for you deck you have to deal with."

Adding on to my previous reply that I played deck swap again, and now the game softlocked me here since I can't play any cards at all in this picture after my hand got swapped with the discard pile. This is all from the web browser version of the game in case you need to know what version I'm talking about, and I think its the only one available right now unless I download it.


Also adding another one. In the picture below, the game isn't letting me play any cards from my hand. I used deck swap to change my hand for the discard pile, but after playing the card, the game doesn't let me play the knife cards but lets me play the shield and draw two card. I can't understand this situation.


Thought I report a bug on one of the cards in the game. I drafted a card called "Artist's Clay" that duplicates a summoned ally when its played, but after I played it, its removed from my deck for the rest of the run. (It doesn't go into my discard pile when played or ever returned to my deck after the run is over.) The card itself doesn't say that its one-time use, so I can't understand why this is happening.

In addition, the card doesn't show up in my library tab upon clearing the game even thought I found it twice on my last run.

I did play it some more, and I think I think I got some more notes to share on the game.

1. The "spin the wheel" event is currently my least favorite event in the game, since it just gives you any random card without you having no say about what you took. (Its just 3 random facedown cards and you just pick one at random.)  I can't understand why this event is even in the game if you said "deck management is important in this game." and this event should either go or get reworked.

2. Its too random as to when the shop event pop ups. On my last run, the game gave me maybe 5+ battles in a row with forced car drafts and no shop, etc. at a certain point, I feel like playing the game becomes more of a punishment to continue playing rather than rewarding. If the game had a map system or something that told you what the next event is or showed you 3 cards from tan event deck and you pick one to resolve with the others going back to the event deck, I think it would be better for me as to when to go next on the map. You can pick the levels, but that's the only control you have.

3. For some cards, they don't say that you need something else to play them or they have certain effects that I can't understand. As an example, I think I found 3+ arrow cards, but they don't say on the card that you can't them outright from the hand and need an arrow to use them. Plus, some of the cards apply status effects like burn, etc., but I'm not told what they ever do.

4. Forgot to mention that for point 3, the game never tells me that you can only sell 3 cards at the shop without buying anything, and when you do buy something, you can cut another card out of the deck. I only found that out by testing the shop myself.

That's all I can think of for now. As for what you could do, each level could be maybe 10-15 cards or something where after every 2-3 battles, you get some event such as the shop, card altar, etc. but I don't want to see the card roulette unless that gets reworked where its not a gambit for the game to have a chance to add "junk" to your deck. Plus, if you can't cut card easily, at least make it where every card can be played without needing something else like arrows needing a bow, etc. since the game doesn't tell me stuff like this currently.

Good game, but assuming you're taking feedback in the comments, I'll leave some here.

1. There needs to be a way to skip card rewards, etc. in this game. I can't ever beat the first level so far because you're forced to take every card offered to you, and this was leading to me taking unavoidable damage because the deck becomes too fat after 5ish battles with no way to cut cards out of it, and unable to draw my defense cards.

What starts as a 5 card deck becomes 15+ cards about halfway through the game and unless I want to play a "deck bloater" game (or have the game make my deck for me), its something I would drop after maybe 5ish battles when the decks become not sync anymore due to being filled with whatever junk gets offered to you or too many copies of the same card (a single shield becomes useless when the deck is 20+ cards when you get to the boss of that level).

2. There needs to be a way to check the draw and discard piles. I found some card that lets you take any draw from the draw pile, but I feel like sometimes its a wasted play when I can't check the draw pile to see if there's any card in it that I want. It similar to the discard pile if there is a card that lets you find something in it.

I'll send you an email then, since my discord account is currently full of servers. (They enforce a 100 limit server limit over then, which gets annoying quickly.)

Is there any way on itch that I can send them to you through a private message or something? The problem is that I don't use itch that much and I don't know if they have some sort of private message system where you can send messages to people to send player logs, etc., and when I checked out my profile, I don't see an option to send player logs to anyone on the website, let alone an option to attach them to a comment.

Do you have anything to say about the game just kicking me out of the game randomly when I click on anything on the screen, since you didn't talk about that in your reply, unfortunately?

(1 edit)

I wanted to share a bug that I keep encountered. Sometimes, whenever I click on anything in the game, the game just kicks me out of the play session randomly, forcing me to reboot to reboot the game. When I reload the run in progress, some of the card images are missing on the cards in their info screen despite still showing the card art when they are in my hand, deck, etc.

This bug keeps happening since on my current run, it happened to me twice already, and I don't think this is the last time I will encounter, but it might make the game unplayable if I keep getting kicked out randomly like this. I wanted to share that in case a hotfix comes out that I'll have to download the files again from the website in the future.

Edit: When I went back into the game, the bug caused my strength potion to be duplicated 3 times, when I didn't have 3 strength potions when I left the game. For the time being, I might have to put this game on the backburner until the bug is fixed since I don't like being kicked out of the game randomly for things like this to happen.


The best I can say about my situation is that I eventually was able to buy the upgrade that says "pressing and holding the A button lets you jump higher," but even after buying the upgrade in the meta-progression shop, the robot still couldn't reach the platform. Is it possible that can be due to a weak graphics card, low FPS, etc. since my computer is a regular old computer, not a fancy one like the faster gaming computers you might see at a store?

Then again, the way platforms were handled on my end is that even when I was directly under gray platforms and just standing under them (no moving), the character still couldn't reach them, and maybe the game on my end is making the gray platforms higher then they should be on either lower resolution or weaker graphics cards, since I have hear that weaker graphic cards and low FPS can cause more bugs and issues then higher performance computer, which some people don't own. Could that be a cause, if possible?

Hi, aQuadin.

I got your reply, and I have a follow-up respond on the matter.

1. To clarify what I was talking about, I attached a picture of the character under a gray platform, and that anytime I try to make him jump onto it, he cannot land on such platform, no matter how long I hold down the button. Why can't the character jump high enough to land on the platform right above him?

2. The teleport won't work if your in a room with enemies, since you're banned from opening the map until all enemies are dead in a room, and if there was an enemy on the top right floor space next to the right door, it would create a softlock where I couldn't progress on the run because I can't get the character to jump up to that floor without upgrades to kill the last enemy, and I'm forced to go to the main menu to retry the run or go back to the surface. Did you forget about how you can't teleport out of rooms if enemies are present.

I think that should clear up what I wanted to state. I can't understand why the demo was made in a such as a way that jumping with the character can't reach gray platforms like the one in the below picture, and I can't continue playing the game if the character can't ever reach regular platforms in plain sight. Did you prehaps put them too high up that he can't reach them and/or not added a feature by default where pressing and holding the A button doesn't make you jump high enough to reach said platforms.

Let me know what you say and the matter, and have a nice day.

Sincerely,

Veldax


I tried the demo for a bit, but the game is unplayable for me right now because from the beginning of the game, I can't get the character to land onto a platform with just a single jump by holding the A button down, thinking for him to jump higher when you hold it down, but it doesn't work. Maybe the platforms are a littler too high to even go up in some levels, since I can't figure out how you get the meta-progression orbs or something that lets you buy an upgrade to jump higher by holding down the jump button.

In addition, I can't seen to figure out what the buttons are for an X-box controller, since all of the controls in the "mapping controls" menu are for a keyboard, which I don't use for real-time games or hack-and-slash games like this one in the category.

Thought I share that thought right now, since I don't want the game to be unplayable just because the character can't reach a platform through a single jump onto it, banning you from ever be able to go back up, especially when you missed an enemy in a combat room on a higher floor then you and you can't reach them due to a single jump not getting you to the next platform. At least make this feature where a single jump reaches you to a platform just slightly above ground from the beginning of the game.