Card Survival: Tropical Island

Card Survival: Tropical Island

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ry0.saeba Feb 24, 2023 @ 5:58am
Survival/Craft vs Exploration
Hello everybody, I would like to share my experience with the game and hear what's yours.
First of all, love the game, brings me back to ages ago reading Robinson Crusoe and The Swiss Family Robinson. The concept with the card can really work with everything, space, pirates, cowboys, great idea.
I think the game misses one element though, immersion/exploration, and murders you everytime you try. So my experience:

I died, a lot. You don't find food and you die, you get tired too much and you die, you get bitten by a lizard, injured by a boar, you climb a tree and you are crippled; your stress goes so high, you go depress, bored, you can't sleep, you spiral down so fast that is gg right there. I had the best moment in this fase, early on when I was exploring. I figured, I'll go first by the beach, inside the jungle after.
I am at the rocks (my first time) and gets dark, I never gonna make it back to camp; starts raining, and I barely scrap some wood, I'm starving, now it's heavy rain. I find the sea cave, get a little fire going and survive the night with a few prawns I find. Wow, I loved it, it's only cards but I really felt the immersion, the rain, the cold, the stinky cosy cave, the morning ''mist''. I bet everybody had this sort of stories, and then we don't anymore.
We learn.
I craft shoes early on, and a basket, and I bring candles always, and fire stuff, I prepare water and food stocks, and everything else right? And it's great, great experience. I have my hut, my stove, a couple water reservoir scattered around 'cause I build 3 in the same area once and got mosquitos (well done there, didn't see that coming xD Can't destroy it though) What else do I do? I don't do.
Try the new mushrooms? No.
Climb a tree? HELL NO NEVER!
Fight the boar? No no no, maybe with the bow, maybe in day 245 with a shotgun, you know what? I'll build a pit.
Climb the rocks at the island for eggs? Are you insane?!
Lets go to the mangrove? And get bitten, no thanks.
Lets explore that area? Nah is 100% already, done, exhausted, forgotten (That % kills it and should be removed I think, even if it doesn't effect the gameplay; even if it is, indeed, exhausted).
Should I waste the day looking for a goat and get a cobra, or just go fish and build a castle for mood? And refresh the dozen of stone traps to train the trap skill?
How many times did I use a splint, or a tourniquets? Never, if you play right you don't get injuries. Different characters have different goals, but the loop of grinding and do chores is the same.
The game asks you to don't do repetitive stuff, and yet the penalties for doing different are so crippling; maybe with pants, maybe with a shield, maybe later with spear skill 100.
I always tame the macaque, he killed me once because I wasn't ready with enough water, but the game incentives me to tame it: he doesn't eat and drink a lot, multiple bites are manageable, and it's fun and keeps you company, and yet it's dangerous. I am exited about all the crafting I still have to do, but something is missing. I Watched a random Youtube video from TheNeomare, to see how others play (obviously he has a different pace then me), first random video out of all, first comment: ´´Everything spirals down how do?´´ ´´Make a list of stuff to avoid and never do´´, right there spot on.
To be clear, I don't mean for the game to be less brutal, it's not even brutal when you learn to don't do what is presented to you and just avoid everything; I mean it to be that it rewards exploration, rewards taking risks, getting injured, force me in situations where I have to drink unsafe water (has anybody ever done it? Drink unsafe water? Why should we right? Very avoidable, why is it even in the game then?), spend the night outside camp..but gives me something back if I know the ''rules'' for survive, if I am good at the game and I have more agency to play and learn. I can write general ideas if the dev is open for suggestions, maybe something good can sparkle from it.
Thanks to who gonna have the patience to read this, what do you guys think?
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apple Feb 24, 2023 @ 10:08am 
I agree with that part about immersion.I literally jumped up from my chair when I found and hunted a goat for the first time.I believe that's the moment I start to love this game.I had so much fun in the first month I played this game,even if I had to google hundreds of times to read all of those guides in game.I learned a lot from each dead I've had and now dead is way far away from me.
However,I still have fun with this game in a diffrent way.It gradually becomes a puzzle that I need to solve in the most efficient way but not just finish.
The excitement of new discovery in game has gone for veteran.But thing like that happens to every single-player game in the world.I felt the same way at a certain moment even when I played Legend of Zelda.Card survival is a survival game features strategy while bases on card.There is nothing about micro control,which means actions in game is discrete(limited).Hence there is always a most efficient,least risky,best option that can be found out and a list of stuff to avoid is alomst guaranteed.
I love this game and look forward to every single patch of it.Constant update is the only key to maintain novelty of any card-base game and I think devs have done really great so far.
ry0.saeba Feb 24, 2023 @ 1:58pm 
I understand what you say, but why should be?
If you die and you get better it's a roguelike, in Slay the Spire you are presented with the same cards, same sets of moves and yet everytime is different; Spelunky surprises you everytime, but the lizard is always the lizard.
The game needs constant update of new items to craft, more chores to do to craft more building? If the game is a puzzle, a constant ripetitive set of standards clicks, why have 10 types of different food? Just call it Food A, Food B, Food C, and the game is all about finding the more efficient one, the more efficient way to click to survive. Fair, if that's the game as intended. I'd would like it different if it is intended different. An example:
We search the jungle and climb a tree, +25% chance to hunt, we get injured but it's more manageable, I find a stick for a tourniquet not rocks and snakegrass, I rip my shirt to stop bleeding, get bacteria for it to deal, tomorrow. Still surviving/crafting, still a puzzle. We search again, a boar appears on the top row, not as an event. It's on top of another card, a yam root, it's digging it. Everything else that the game does now, it's there, the same preparation.
Do we approach the boar? Do we sneak? Throw rocks? We just wait and get the roots after? The boar attack us, we still manage to injury it for next time, but we run, the card with the exit disappears, we don't know where we are in the jungle, hopefully we got some candles! We can search during night even without candles but we can't change locations, or very slowly. What we gonna drink now outside in the jungle at night? It starts raining, temporary puddle appears. This stuff is already in the game, just with different focus and stats. All our skills go up during all this, we find stuff, we craft, we have food for days with an injured boar to hunt, we have a % knowledge of that area instead of a % exploration, so next time we travel faster in it, perform successful action faster, find more cards, multiple different cards at once; Cards that after disappear because the jungle is big, we can always find more. There are more ways to do it if that's the focus, it doesn't have to be this of course.
What do we do now? Skip the boar on our way to click on the sago plant the all day, so we can wet it, so we can grind it, so we can cook it, so we can fill up the hunger bar, some players more efficiently than others.
If that's the focus I'm left with a big itch from this game.
Doc Feb 24, 2023 @ 3:48pm 
So I have noticed a few different threads and discussions about perceived issues with the game play loop and a lack of late game incentives causing attrition and I thought I would try to add my thoughts on the issues as I understand them.

The Hidden Issue: The devs of this game are just two people and they are going to be working on other things eventually making constant/frequent content updates not super likely after a certain point. Instead I think what would help would be to add in a bit more content and maybe change a couple systems a little to allow the modding community to supplement that new content itch going forward.

Part 1 Variety: Many people seem to want more content in general which is why I have added so many content ideas both resources and positives as well as hazards, injuries, and other negatives. A level of run-randomness in the form of both more species &/or enemies to find/fight/hunt is one part while I think the other half is events, things like random "events" also detailed in my various threads. I cover tons of additional problems as well as their solutions and prevention (if applicable)

Updated Index of Content Ideas

Fauna and Possible Enemies Plus Improved Animal Parts & Their Many Uses
https://steamcommunity.com/app/1694420/discussions/2/3723946017836942526/

Flora and Fungi
https://steamcommunity.com/app/1694420/discussions/2/3464983493958236946/

Minerals, Metals, & Stones
https://steamcommunity.com/app/1694420/discussions/2/3494257539693312862/

Diseases, Injuries, Medicine, Drugs, & Toxins
https://steamcommunity.com/app/1694420/discussions/2/3464983493958250640/

Survival Chemistry
https://steamcommunity.com/app/1694420/discussions/2/3187992458101048521/

Weapons, Weapon Upgrades, & Ammo (Likely overly in-depth but useful info)
https://steamcommunity.com/app/1694420/discussions/2/3768985348703420274/

Clothing, Armor, & Shields (WE NEED MORE HAT IDEAS! ALL THE HAT IDEAS!!!!!)
https://steamcommunity.com/app/1694420/discussions/2/3768985348703515094/

Salvage, Pollution, Marine Debris, Improved Crash Realism Finds, & the Grim Harvest...
https://steamcommunity.com/app/1694420/discussions/2/3781371514570187686/

Recreation & Decor Items (Or how not to go crazy in the late game... Could use help with some spiritual and religious themed items. I have notably included items from every continent and as many cultures I can cite specifically so trying to keep things open and not zeroing in on one single religion is kind of my goal with any additions)
https://steamcommunity.com/app/1694420/discussions/2/3781371514570657521/

Other Tools & Crafts
https://steamcommunity.com/app/1694420/discussions/2/3768985793298093762/

Buildings & Building Upgrades
https://steamcommunity.com/app/1694420/discussions/2/3781371514570650062/

Additional Locations, Island Ideas, Random Events & Weather
https://steamcommunity.com/app/1694420/discussions/2/3717188878666670867/

The Alien Character
https://steamcommunity.com/app/1694420/discussions/2/3280317523015107912/

Old Misc Compiled Thread
https://steamcommunity.com/app/1694420/discussions/2/3187992458101049728/

Part 2 Mini-Games & their Philosophy, Psychology, and Physiology of Why they are important in long form games like this one: I am gonna rely on Adam Millard to help explain this aspect of it as he does a fantastic job.

https://www.youtube.com/watch?v=xoL5hSt9IyQ

While we could absolutely use an actual fishing mini-game & a hunting mini-game/combat system to limit RNG deaths I think that they would also need to be skip-able or auto-generated (using the current system for those that would get tired of any mandatory gameplay loop changes. So being able to choose to try manually or auto-attempt can be important to effective implementation. I also think with the entertainment stat, having the cards, dice, and other items from my recreation thread would be a great way of adding well known public domain games like various solitaires (see thread) could likewise work as game play loops changes. The combat system/hunting system itself would basically function as more or less serve the same function.

https://www.youtube.com/watch?v=nP1qLrXaDvE

Part 2.1: On Combat Systems

https://www.youtube.com/watch?v=ZwlT0fMIiXo

Our Tool Set: Work In Progress (and taking ideas)

Climb a Tree
Jump into/Stay under water
Try to Run
Back Away Slowly
Act Big/Be Loud
Try to Hide
Use/Shoot/Throw a weapon
Use a shield
Use another Item
Picking up/Swapping a card from your hand
Taking a Weapon from your equipment
Dogs and Friends (Not livestock, actual pets) and their assistance

Part 3: Modding Accessibility

As I see it mods that create unique character starts via perks is perhaps the easiest type of mod for the game so unless a character includes new mechanics I think it should be left to the mod community (If it is just different starting gear for example) Adding more cooking recipes seems to be much easier than adding ingredients so by having many base assets the multitude of different cooking can likewise be filled in by the mod community.

If a new "travel" system using small water craft is added it could likewise allow people to add "sister" islands or other islands into a pseudo-island chain with which to expand the island and thus multiply the exploration aspect of the game by the imagination of the modding community something I have taken to call a Card Survival Odyssey concept. This could be used to go back and forth to bird rock and any other nearby locations added either by the devs or the mod community. Currently system limitations have the only new island location sort of jury-rigged to work but not truly independent from the existing locations.

If events/combat systems are added the mod community likewise becomes able to added new and different enemies and thus different complex scenario or challenge perks again infinitely expanding replay value.
Last edited by Doc; Feb 24, 2023 @ 4:04pm
ry0.saeba Feb 25, 2023 @ 3:01pm 
Yes I know it's only 2 devs and we are at the end of development and that's fair.
I noticed people ask for 3 things: how the bars work, how to fill them more efficiently, and when they figure that out, more content. I read here and there your posts, I've been following since the blueprint introduction, but as you say, you can add iron after bronze and the game loop would be the same, you can add mini games and you are forcing the player to perform a task to do a task.
I think the blueprint addition broke that ''expectation'', 'that 'promise'', I had in my head about the game; I was grinding, but didn't know I was. You hide the blueprints (I liked that personally, no spoilers), people don't know where to go, you make them available and they get overwhelmed. The problem is, as Millard says about Stardew Valley (or Graveyard Keeper that does the same), Card Survival doesn't have enough to avoid the chores, to shortcut them.
So I agree with you and you gave me back some hype for the future update. I wasn't aware the mod community was gearing up and I'll check it for sure; I'm not a modder, but I do believe that with some extra flavor (Backgrounds, sounds), and an event system or the likes, this game can get a huge boost and bring your ideas as well to fruition; we'll see.
Slatz_Grobnik Feb 26, 2023 @ 9:05am 
You've never then taken one of the risks then?

I agree with you, but I have a different experience with it. I do think that one of the oppressive aspects to the game is the sort of meta to what you need to do when, how, and where. It's why I'm less interested in the adding new aspects to the existing game (the iron example), and more about Card Survival II: Himalayan Redoubt or whatever.

And yes, a lot of the game is about what not to do. But it's not what never to do. It's about when a risk is worth it. It can be worth it because you've planned against it enough, like with the Mangroves. Or it can be worth it when things are going wrong, like with unsafe water, and it's when you're throwing the dice. It can be worth it when the RNG screws you over, or even in a situation where you're chancing the RNG - searching at 100% completion is a good example for that (I need X. I can go to zone Y, which will take less time, and search for it, where I might not get it, or I can go to zone Z, which will take more time to get to, but I will have a higher likelihood of finding it).

I think that what you might be perceiving is how the rewards don't seem worth it because the stakes are so small. Like say you do chance it with a boar, and down the thing without getting hurt. Okay, what then? Maybe you got a trivial skill bump but it cost you time. It's food and other resources, but you have to have the time and the tools to make good on it. Even in that best possible of circumstances, it's not a huge effect. You now have a couple days of preserved food, which you will grow tired of and run out of shortly, and a handful of other craftables, some rare, if you have the space for them.

You haven't gotten a +3 sword, or enough XP to start treating pigs as trash mobs. In fact, you are probably as much likely to die from hubris in terms of the time and effort that it took out of your regular food acquisition and preparation. That does not make the risk not worth it, but CS is a game about endurance, and on a small, highly realistic scale. I think it can be hard to get into that mindset, particularly when a lot of the game is invisible.
karinundmaedels Feb 27, 2023 @ 11:13am 
When you learned the mechanics, you can start to challenge yourself. Do characters with some insane combinations of traits, attack boars when you totally shouldn't, and try to get yourself out of the downwards spiral.
ry0.saeba Mar 3, 2023 @ 4:11am 
So you guys have the same addiction, a sort of sense of completion, with the game mechanics even after maybe 100+ hours, even when agreeing. We'll see what comes out from the mod community, I can't be the only with a different itch for the game; maybe we can have the drunken wife and the wine barrel full :)
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Date Posted: Feb 24, 2023 @ 5:58am
Posts: 7