Across the Obelisk
MrJapco May 3, 2021 @ 1:57am
A couple of ideas/suggestions for the game
Hello,

I think the game is really fun, these are things that came to my mind while playing recently with a couple of friends. First, a few straightforward suggestions.

1) Add past runs history into the menu. Just like other games of this kind.
2) In Tome of Knowledge, add the same filter for cards that you get when crafting cards in towns during a run. Would really help when theorycrafting/considering synergies.
3) Add deck library into the menu where you could create/edit/delete decks. Just like in towns during a run, it's the same feature but you would get access to your decks from the main menu as well.
4) Add character overview into the menu, maybe it could be somehow included in Tome of Knowledge. Currently you can check the characters only through the starting lobby, which feels clunky.
5) Have a native English speaker correct/rewirte the character descriptions. Not a big deal overall but would really help presentation-wise. Currently there is bad grammar, stylistic errors, typos. I'm not trying to be mean, I know my own English is far far away from perfect. Just saying.

I know the suggestions above are nothing groundbreaking, these things are common in other games of this genre (and some of them may even already be planned to be included?). So here is something less straightforward and related to gameplay.

6) The game is sort of superficially similar to Darkest Dungeon in that you've got four heroes on the left versus up to four enemies on the right. This and the fact that you get to choose positions of your characters before the run reminded me of how positioning played a massive role in Darkest Dungeon. I wondered: Is there potential for Across the Obelisk to lean into it a little bit more as well? How about having powerful cards that can only be played from a certain position (i.e. powerful melee attack for the scout only playable when he's in the front)? Following from that, how about cards that would let you change positions of your characters during combat (and thus avoiding damage or enabling powerful cards/combos)? How about cards that would let you change the positions of your enemies (such as pulling a DPS/healer to the front and killing them with front-monster-targetted attacks)? How about enemies having moves that would change positions of your characters in order to mess with your strategy (could be an interesting challange for the later part of the run perhaps)? And how would bosses work under these circumstances? Should you be able to move them? Or should they just be immovable? Or should they have an 'immovable' buff that one could possibly purge/dispel? I'm not entirely sure myself. Food for thought, I guess :)
Last edited by MrJapco; May 3, 2021 @ 4:50am
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Showing 1-3 of 3 comments
Rhin  [developer] May 3, 2021 @ 2:29am 
All points in your list are planned, but we just entered EA we need time :)

As for 6) We want to explore that ... enemy cards that move your characters and you have to use energy to reposition them, also add bonus to certain positions. But in this case we can't say for sure if this will be in EA or not.
Daisuki-chan May 3, 2021 @ 3:10am 
1-6 are all good things, although 6 needs careful balancing to avoid making an even lower percentage of cards good due to losing reliability. For example, a card that requires one specific position when monsters are shuffling you around like crazy would then require one or more other cards to get you to that position to play that card. You'd have to randomly draw (which also means stacking the deck with these otherwise probably bad cards) the cards you need to do this at the right time and pay energy to play them, and this overhead and inherent unreliability would tend to make the one position card terrible if you're constantly being moved around, unless it's horribly strong if you start in the right position. Which would still come down to luck rather than strategy if the monsters are bouncing everyone around all the time.
MrJapco May 3, 2021 @ 4:02am 
@Rhin:
Thank you for the response and the confirmation the features are coming. Take all the time you need to make sure the game is as good as it can be :)

@Daisuki-chan:
I fully agree, it would require very careful balancing.
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Date Posted: May 3, 2021 @ 1:57am
Posts: 3