Feel free to share what you think of the game!
I tried seeing how fast I could reach each point milestone in infinite mode using Deyla + Nexxi + Juno and things got insane really fast.
Turn 12: Nexxi gets going at about the rate I can draw cards. I pass 1000 and reach 1750.
Turn 17: By now, I've stacked up multiple level 3 Deylas and Nexxi is unstoppable. I pass 10000 and reach 11000.
Turn 28: I pass 100,000 points making everything strong enough to instantly digest a a healer and start investing into Juno. I want the ability to do 100 redraw hands a turn so that I can usually spend all 10 points boosting prey capacity. This will take some time to achieve, but I will achieve it.
Turn 54: I replaced a less upgraded Deyla with a Kayla and capacity-boosted her over several turns to increase the points I get from digesting Joilys (which are the main source of points because of their quadratic stacking). At this point she ate 38 of the Joilys, though she definitely didn't get all of them. There was still a lot of room for improvement, given that I had 58 redraw preys per turn. On this turn I gained some 140000 points. And my final score was 1072118. More than a 1000000. A million points in 54 turns!
As of the current version (0.13.1) I've found that Mobi might be somewhat too strong. From my playing around, they (unsure of gender?) definitely seemed like one of the most consistent preds for getting huge amounts of points, since Capacity tends to be a more limiting factor than how fast you can digest.
This may partially be because of the foxgirl event making Mufi and Pemma appear quite a lot, helping them snowball very quickly, especially when chosen as the Favorite Pred, since being a 3-cost makes them come out extremely early most of the time. I would make the current stats the stats if favorited, and either make the base digestion 1 less (means they can't OHKO any prey without other buffs), or cost 1 to limit them slightly.
In general, I felt redrawing a hand was a little weaker than it should be in Campaign, since decks tend to be fairly lean and easily made anyway. Not sure how to fix this, perhaps starting the deck with a bit more fluff to make it a more consistently useful option to have.
Ayla also felt kinda weak when I tried to use her - 1 point per prey per turn is glacially slow compared to more powerful options that can get buffs from Mufi and Sachiho, or their own effects like Mobi, Mobi Cat, and Nexxi, who I feel tend to be better build-arounds. I might make her 2 points per prey, or increase her base capacity or digestion some. As it is, she feels best as a 1 or 2 of to throw disruptive prey like Princess into, which I feel should be the role of characters like Darya, Queen Dayla, or Catie, who end up being able to deal with more Prey like Squirrel, Lienne, or Cowgirl better.
Darya also felt a little weak, but mostly because of her difficulty getting buffs from prey - I think increasing her base stats by 1 each or something may help her, letting her digest a few prey 1 turn faster, while still requiring support to OHKO anything (besides the goblin, but I think that's okay.)
Catie I also feels like has a bit more digestion than I would expect for a 1 cost, but at the same time, her Capacity is so small at first it might be okay. I'm not sure. I haven't gotten her in a run, so most of my experience with her is endless which is...less indicative, I feel.
Game is really fun regardless of my nitpicks so far. I end up playing it just for fun now and then, so you've got something good on your hands. Excited for more updates =)
More of a "bug" than feedback here - but at the current patch (0.18), there is a bug where, with the limit removing item, if a character digests the Demoness, their digestion will be hard-capped at 20 once again, even after applying other buffs. This...isn't a huge deal, since 20 deals with every possible prey in the game currently, but it is worth noting, especially if a prey with more than 20 health, or a capacity variant of the Demoness is added later. (I'm not sure what that would even be, though...)
I think the balance changes have been very good - Making certain characters slightly easier or harder has made campaign feel a lot smoother, and the extra items help with that a lot too. There are still some preds that I tend to not pick often, but I think that's more down to personal preference - Juno and Aisha mainly. I think all the other preds are in a good place, either as a favorite or a supporting role. Even Lara being an absolute stat monster makes her useful in some runs.
Currently I think the only overpowered strategy I've found is multiple Shyla, along with several 0-1 cost Specials. I think costs should be hard capped, maybe at -1 or 0, but being able to essentially go through your entire deck for no consequences is a bit too good, especially with Plums or Digestion specials that allow you to profit points-wise off of it. This is exacerbated when you get the item that starts with 3 of your favorite pred in hand, since at that point you'd (almost) always be able to have 3 Shyla by turn 4 if you start with a 0-cost specials. I think being able to reduce the cost of really strong specials like Hypnosis, Wild Card, and Massage is enough to make her viable - Being able to profit, energy wise, is the problem, I think.
The only other possible thing I can think of is maybe adding 1 or 2 more "vanilla" prey at higher health:point ratios. I suppose Elf, Healer, and Adeline serve that sort of role - but I do find getting stuck against multiple Mais, Squirrels, Princesses, and Liennes can be a little frustrating, even with dedicated Preds to deal with them. Maybe I'm just bad, though =P
Endless is the mode I enjoyed the most in an earlier version, but the score requirement doubling with every win is a bit much. Maybe a flat increase of, like... 80 points or so, instead of multiplying the previous requirement, would be better?
Would it be possible to also reintroduce the old endless mode, or something similar? Something truly endless rather than requiring exponentially higher points - likely to the point that, even with perfect luck with everything, it becomes completely impossible.
This is such an incredible game. It's both fun to play and well, nice to look at haha.
V 0.25 "Oh god I wrote a lot" feedback time!
Sayuri is...kind of buggy as a prey. I really like the idea of her, though!
Lucy does not stop her transformation, and afterwords, Sayuri counts as 3 units, rather than either, or both, rules being removed. Her size works "properly" before transforming, though (ie, she's 1 in Lucy)
With other characters, if she ends up "overfilling" them, so for example, the pred ends up as 3/2 capacity, they can no longer eat 0 space prey. I think this is fine as a feature (it makes the risk/reward of Sayuri higher), but maybe having the numbers or the icon turn another color to indicate that they're "overfull" rather than just full might help.
Also, I'm unsure if this is intentional or not, but her health goes back to her max (20) when she transforms. If this is intentional, that's fine, but either way if it's kept, I might add a note to the effect of "Transforms and heals self after 2 turns", rather than just the transform. I also think a timer for her and Lovers might be nice, so it's easier to tell how long you have at a glance. I'm unsure of how hard this would be to implement, though...
And one last small, minor bug - You can't drag her from the table after she transforms, at least until you look at her first. I don't know why this happens, but it's wierd!
In terms of...not Sayuri...I think all the new Preds are really cool! I especially like Ryla, both aesthetically and in gameplay. It makes positioning preds more of a puzzle, and I think another effect or two that cares about positioning might be fun. Maybe a capacity version of Charlotte? Someone who cares about the Pred to their right somehow? Seraph is also very fun, and helps Fav-centered strats a lot, which I enjoy. Zoe Nico is also definitely my fav aesthetically, she's so cute! My one gripe gameplay wise with her, is it's sometimes unclear exactly what got buffed each turn, and by how much, but I probably just need to pay attention more (lol).
The one thing I'm noticing is some of the older high-cost preds are being pushed out by some of the newer ones now. Mostly Gianni and Queen Deyla feel a little underwhelming for their cost right now. I think Nexxi could also stand to have an extra effect, since she's not that much better than Mobi Cat right now, other than her being able to digest Julee immediately. I think the former two could just use a small buff to their capacity to be interesting - Lara and Ryla both serve as mid-late game stat blocks a lot of the time, and having a capacity version might give them a niche in less snowbally strategies to "tank" troublesome prey. As for Nexxi...I'm not sure! Since 5 cost is a bit of a step up (Can't get her out T1, even with Coffee), I might see how having her get both Digestion and Capacity works...but at the same time, that's probably super broken, lol. Really unsure.
I would also like to see another 1-2 cost Pred in the future. A lot of the B&B Preds are 3-4 cost right now, and having a few low cost ones to help the surve would be nice, I think. As it is, I end up with Plum and Charlotte a lot...It feels the other 1 costs aren't super common for some reason.
Still love the game, more than ever. I just. End up writing a lot every time! Aaah!
I adore your feedback! It always gives me a lot to think.
Sayuri bug of not being stopped by Lucy is going to be patched in the next update, but I'm in a bit of a break so it may be a bit.
Adding feedback for Overstruffed and Sayuri clarifying that she will be healed are good ideas! Timers may be a bit hard to pull of but maybe as an additional widget in the card itself.
Noted the bug of not dragging her after transforming, probably the "draggable" property gets messed up, will fix it for next time!
Capacity version Charlotte it's kinda in the works. Glad you being enjoying the new cards!
Gianni and Queen get massive when level up, but it's true that at their cost the payoff should be great, Nexxi will 100% get an adjustment next patch.
Thanks for playing!
I tried to play endless mode, and I realized that it was impossible to score 3600 points in 11 moves, if the store wasn’t so random it would be easier, I also noticed that the victim that has a 20% chance (or so) does not allow digestion It works too often, which often breaks the game for me..
Bonuses for choosing a “favorite” predator are weak in my opinion, and some, on the contrary, complicate the game (Why is this even necessary?). And in my opinion, the price of all predators except those that cost 1 should be lowered by 1, since they are very expensive, and those that are cheap are not very functional, because of this the beginning of the game is quite random, if you are unlucky with the choice of boosters, then choosing a predator conditionally for you will most likely lose the price of “4” in the 2-3 round.
Overall, I really like the game, it’s a pity there isn’t a separate mode where you only need to feed micro predators!
By the way, I have an idea, why not give the victims cards given sizes, for example
M (MIcro) will occupy strictly 0-1 cell in the stomach of the predator,
medium size Prey will occupy 1-2 cells, etc., this will make it possible to diversify victim cards according to their effects, removing sizes from the effect and making them constant.
(Sorry for my English, it's not very good)