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Is the slime supposed to always get all of it's goo curses in every round?   Seems antithetical to the deckbuilding and combo making, that this monster gets to cheat the shuffle and negates your combos before you make them.

Yes, although I'm happy to revisit this if it's not fun. The Slime's curses always shuffle to the top of the deck, but also have a fairly weak debuff that only triggers on combo instead of match. So the idea is basically that the Slime bogs you down and makes it difficult to put combos together.

I have noticed in playing that this is by far the least fun enemy to go up against though, so I think I'll tweak it a bit, possibly at the very least by removing one of its curses so it doesn't quite as totally take over your deck.

once the  enemies damage gets to 40+  there's really no strategy other than having only  cloaks.  which would make for an absolute slog to deal 200 damage.
a few suggestions:

-expand board to have more matches as levels go down.

-expanding permanent buffs beyond wine and potion, perhaps more ways to spend coins

-multiplier applies to defense and healing and maybe coins



Thank you, yes I agree that the late game needs more balance. Applying the multiplier to buff effects is a good idea and I think it will help a lot. I'd like ta also add artifacts that can have passive effects or effects at the start of a new combat, which should help the player survive better. I will also be adding more features to the map, like rooms where you can heal back up to full.

Having more matches is an interesting idea, it would make things slightly more difficult in theory but since it would allow additional cards to be played you're right it would increase your chances of survival if played well.

Super fun - a few items of feedback:

  • Once your deck gets large it takes a while to watch all the cards get shuffled into it. Might make sense to just have the animation send'em all at once.
  • There's no way to see how much damage is coming your way at the end of the round - feels bad to put up a bunch of damage and then die.
  • Need a way to remove cards - builds change as you are presented with new options.
  • Need a way to increase the likelihood of some cards making into the deck.
  • The treasure rooms feel bad - I spun 10-20 times and only won once. Maybe every spin can provide points so you've got some kind of progress for spending coins?
  • Damage impacts of buff interactions aren't clear at first - maybe instead of the multiplier fire animation there can be some sort of attack animation where effects are added as the multiplier grows.

That's all I've thought of for now - again, great game and fun concept!

Thanks, this is great feedback!

Once your deck gets large it takes a while to watch all the cards get shuffled into it. Might make sense to just have the animation send'em all at once.

Great point, this was a recent change that I didn't test much into late game. I'll set a maximum time cut-off here so it will deal much faster beyond a point.

There's no way to see how much damage is coming your way at the end of the round - feels bad to put up a bunch of damage and then die.
Good idea, I can add a display next to the enemy that lets you know how much damage it will deal.
Need a way to remove cards - builds change as you are presented with new options.

There is actually, on the Draft screen (after combat) you can view your deck and remove cards there for 1 coin each. I should make that more obvious, and also should probably make it possible to do so from the map screen as well.

Need a way to increase the likelihood of some cards making into the deck.

I have a concept in the code called "topdeck" that always deals cards with it first, but none of the cards in the current build have it. I'll be expanding on this more though as I think you're right that's needed.

The treasure rooms feel bad - I spun 10-20 times and only won once. Maybe every spin can provide points so you've got some kind of progress for spending coins?

Yeah 100% I'm going to change these right away. I think I will make them less common and only give the 1 free spin (since spending coins is generally a waste), as well as adding some wildcard slots to them to increase the odds.

Damage impacts of buff interactions aren't clear at first - maybe instead of the multiplier fire animation there can be some sort of attack animation where effects are added as the multiplier grows.
I need to work on the attack animations a bit for sure. I think block needs its own animation, and to show more clearly when it's deducted as well. That's a great idea that the more combo points you have, the more involved your attack animation should become!

Thanks so much for playing! I'll try to fix as many of these as I can and get an update out in the next couple days!

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Love the game, can I make a discord? or is there one already

Thanks for playing! Here is a link to the discord, thanks for reminding me I'll add it to the page: https://discord.gg/DUDhbKV67a