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Thank your for the long post, it was quite interesting to hear your take on the mechanics!
I agree with you: having interesting debuffs is hardly a sales pitch.
What are your thoughts on the game's metaprogression, in particular the deckbuilding that's fully customizable before a run?
In my mind, that part was what made the game stand apart from the rest: it's the only roguelike deckbuilder I've seen or heard of that allows the player to fully decide which cards they'll see during a run and fully customize their starting deck.
If I had to choose a selling point, that would be it: the debuffs are indeed simply the icing on the cake!
Unfortunately, I am playing Across the Obelisk with friends these days, and can't keep two deck builders in my brain at once. But when I return to this game, I will keep what you say in mind.
Maybe I can answer it.
I like that you can build a base deck made of simple/basic cards, and choose what cards you can get during the run. It's really frustrating when you play a deck build game and spend like 30~40 minutes on a run, wanting to build a certain kind of build and never get those cards. I think it's very positive that you can filter cards you may get. I get to build new decks every 2~3 runs and it's very interesting.
I'll take this chance to give you more feedback. I think that are many cards and also characters that are very unbalanced.
It's very clear to me how easy it's to go longer with Caitan than Silan and I think it's about how well (or don't) they scale. I think scaling is a very important factor that not every characters get it good. Silan I try to play mainly on applying Arcane debufs, this is what it's good at, but it doenst scale well, since a few debufs applied I start needing like 15 mana to the next activation which need 40, 50 or more Arcane.
I'll step in on this one; I love the custom pool idea BUT when it first unlocks, it should either autofill to 30/30 or have its own mini-tutorial so as to avoid information overload. I'm a veteran of probably 300 different Roguelikes, 50 or so of which have been deckbuilders, and I understood what was going on right away, but this would be head-explode stuff for someone playing this as their first RLDB.
It's easy to grasp "these are the cards you may see on your journeys" but it means that unless prompted to by other players - and as of yet there's no in game guilds/communication - people are stuck with only their own card evaluation skills to guide them and could create a frustrating experience by giving themselves junky pools. (A daily/weekly challenge mode could help expose people to cards they don't usually use.)
Also; good move making the currency you unlock packs with different than the one you buy stuff in market/quest board with. Making people choose between packs and town upgrades would have been cruel.
Hoping to see a pyromancer character in the future. Actually I can come up with a fair number of character concepts.
Hoping to see more chances to upgrade cards. Maybe events like "upgrade all your cards, but set max shields = 0" (meaning your block can only last turn to turn) or a piece of equipment that upgrades a random (or even chosen) card in hand each turn for the rest of the battle. I get feelbads having a ~20 card deck with 5-6 cards upgraded tops in most runs.
I'm gonna go looking to see if you have a Discord I can be too wordy on.
I agree, we still need to work on the early-game experience!
We do have a Discord, you can find the link in-game, in the top-left corner of the main menu screen! I'm eager to read all of your suggestions and ideas in there!