Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cardseer

Fast paced roguelike deckbuilding meets a story-driven campaign (Demo) · By Aventia Entertainment

Suggestions Thread Sticky

A topic by Aventia Entertainment created Jul 13, 2021 Views: 460 Replies: 9
Viewing posts 1 to 5
Developer(+2)

Hi guys,

If you have any suggestions for content in the game, balance changes, card ideas etc. please let us know here. We want to take player feedback into account when designing the game to make it the most enjoyable as we can.

(+2)

Really enjoying the demo so far, and kinda sad it caps out at level 5 lol. I left a survey answer already, though I did forget one thing for certain that I meant to say. I know that dodges can stack, and was thinking it would be neat if there was an artifact that allowed you to stack other buffs, such as shield or even shadow. I say artifact, because otherwise it would be way too easy to stack shield. I did come across another powerful build for dodge as well. With about 4 cards that gave 1 dodge and the tornado that gave 2 dodge, I was pretty untouchable, and then to also add a scald build to the deck made me a monster for dealing tons of quick damage. Gotta see what the other 2 are capable of when i level them up, but so far, I am very well pleased and can't wait to see what is added!

Developer(+2)

Thanks for the kind words! I think there is an artifact that lets you keep your shield across multiple turns if that is what you meant, but I think that is locked to one of the unreleased classes (coming soon!). Dodge can definitely be a bit OP if you get a lot of cards with it so we'll be looking at the rarity of those cards to ensure you don't see them too often :). Hopefully soon we will release an updated version with 1 of the remaining 2 classes, the first part of the Campaign mode and a ton of QOL improvements, hope to hear your thoughts on that when it comes out :).

Deleted post
Developer(+2)

Thank you very much for your suggestions and support! We are definitely including a story mode and challenge mode in the full game, we are also contemplating an endless mode where the difficulty continually ramps up until you are defeated. No plans for multiplayer unfortunately, that is beyond our scope but definitely something to keep in mind for future projects. A level editor/sandbox does sound fun but isn't that high on our priority list, we'll see if we can work it in.

(2 edits) (+1)

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
General Feedback
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~ Mouse Cursor does not stay inside window for windowed mode; makes overworld map navigation difficult
! Recommending click-and-drag or Arrow key/WASD strafe control.
! or make the margin proccing camera movement w/cursor a bit thicker.
! Gameplay doesn't exactly require that the mouse be locked into the window, but this is also an alternative for this.

~ Allow SFX & BGM volume to be adjusted separately.

~ Show faces over new encounter dialogue boxes
! raise pincer dialogue avatar over text box
! raise scorpion dialogue avatar over text box
! raise spider dialogue avatar over text box


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Gameplay Feedback
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~ difficulty or card builds feel a little out of balance.
I am catching mistakes after I make them of how I could have done things better, but sometimes I feel like I can make great progress and suddenly die with a good amount of health from a late battle. Bad Card Draws with concurrently Devastating attack cycles, is all. I'm thinking of a card or artifact that lets you discard targeted or random cards to draw new ones.

~ I think 'Resting' at Lodges can provide more health for a cost. say you can sleep on a haystack in the basement for free or pay the fee for a bed and get some extra health recovery

~ Health Potions I think can provide a little more health. I still buy them for emergencies, but overall they don't help in those emergencies. Recommending, perhaps, a card or artifact that increases healing effects from all sources.

~ Mechanics are simple to understand, and text is easily readable & understandable. Making Progress feels good, and Deck Building feels simple but effective.

~ Overall structural integrity of the game is solid, but I didn't try to break it too much, but to have found no bugs in 3 hours of play is great! 

~ I enjoyed the experience. I have not beat the campaign yet, but I have enough lasting intrigue and desire to play again, so expect another playthrough. If I beat it within 3 hours I'll be trying out the gauntlet mode. I sure haven't seen all of the available demo yet, so apologies if some feedback is out of touch.

link to the playtest; unlisted video

Developer

Absolute legend for such detailed feedback! Good catch with the cursor and windowed mode, will look into fixing that. SFX and BGM volume seperately, on the to-do list. Same with those avatars. I agree health potions can heal more than they currently do, and the difficult balance between levels of the campaign is still being fine-tuned. Great to hear you enjoyed the game!

This has potential to be a great game. But not if I'm forced to add card to my deck after every battle. There needs to be an option to skip card reward.

Developer

Thanks for the feedback! We are currently working on a big update and that is one of the changes we are adding, the ability to skip cards/treasure rewards.

Great to hear that!
Also, I love that you're changing card names and appearance when they're upgraded. The only problem is that if I get my card game done, everyone will think I copied this idea from you. :-P
Keep up the great work!