Wildfrost

Wildfrost

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Katzeus  [developer] Oct 3, 2022 @ 8:15am
Give us your Wildfrost Steam Game Awards Demo Feedback!
Thank you for playing Wildfrost! If you have any feedback for what you liked or didn’t like about the demo, or suggestions on how we could improve the final game, please feel free to share them with us! We appreciate any and all feedback as long as it’s in good faith and friendly.

Try to be short and concise with feedback. If you see an idea you like, or a comment you agree with, give it a +1 in the comments to avoid multiple of the same post.

We won’t be able to respond to every comment, but rest assured that we’ll be reading them all and taking player feedback on board.

If you’d like to see more of what we have in the works for Wildfrost, come join our official Discord server, where we often chat, share sneak peeks of new card designs, and what we’re working on.

Enjoy the demo!

Playing the demo in another language? Please share your feedback in the relevant language thread:

* 日本語
* 한국인
* 中文

Edit: Hi all! We're reusing this October Steam Next Fest demo thread for all gameplay feedback for the updated December Game Awards demo to keep everything in one place! Thanks for keeping things orderly for us.
Last edited by Katzeus; Dec 6, 2022 @ 9:18am
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Showing 1-15 of 65 comments
Pendrag2k Oct 3, 2022 @ 8:57am 
I love the art style, the potential that is clearly present, but, to me, the difficulty is too high at the moment. It's a cliff, not a ramp.
Mindtroverted Oct 3, 2022 @ 2:08pm 
Can anyone explain the redraw bell to me? Sometimes I use it and the counter doesn't go down, other times I use it and the enemies attack. If something is happening and the game doesn't give you the tools and information needed to understand why it's happening, then something needs to change.
tw0j Oct 3, 2022 @ 7:33pm 
Absolutely loving it so far. It will be one of the best games to launch this season.

Imo, the only real issue right now is the difficulty scaling. There is a STEEP difficulty spike from battle 2 or 3 onward, that I think could be smoother.

Thanks for all your hardwork. I'm so excited to play it when it fully releases.
Last edited by tw0j; Oct 3, 2022 @ 7:33pm
mordenb5 Oct 3, 2022 @ 10:21pm 
Originally posted by Mindtroverted:
Can anyone explain the redraw bell to me? Sometimes I use it and the counter doesn't go down, other times I use it and the enemies attack. If something is happening and the game doesn't give you the tools and information needed to understand why it's happening, then something needs to change.

You may have already figured this out, but for anyone else struggling with it, the bell has a number that decreases as you play cards. When you've played enough cards, the bell shows an animation cue and it changes from numbers to a refresh icon. This is when you can use it without getting attacked.

The game is great in my opinion, but it takes several runs to really get a feel for how to play--I didn't understand the counters at first, but eventually got the idea. Lanes are a bit confusing as well, but I eventually understood what the developers were going for .

I'm definitely looking forward to the full release.
BaconX Oct 3, 2022 @ 10:37pm 
Sup devs, you've got something truly special here, been really enjoying the demo. I think we need to see the full game before I can say anything regarding the difficulty or how steep it is like some of the above posters mentioned.

As for my hopes and dreams, I'm hoping there will be great synergies between the cards in the full game, from what I played, the whole lane dynamic where you have to move units around to take advantage of the various buffs is genius.

Keep up the good work, wish-listed and day 1 for sure.

Edit: Also please, if you're reading this devs, I hope you don't succumb to people that want the game to be easier. Definitely look into smoothing the curve, but don't overcompensate by making it too easy. Personally, I rather a game be a bit on the harder side so I can get better at it or maybe even with a little RNG luck on my side, than a game that is too easy, which makes it more boring.
Last edited by BaconX; Oct 3, 2022 @ 10:43pm
KGB Chimp Oct 4, 2022 @ 12:00am 
Blown away by this demo, absolutely incredible design. Great sound, artwork, and UI. Really good stuff devs, and I eagerly await the full release.

Some of the other posters are saying the difficulty curve is too steep, and I somewhat concur. If I may, I would like to suggest that you implement an "ascension" system like Slay the Spire has. Reduce the overall difficulty, and then add that difficulty back in as the player wins runs. I think this is an excellent system that allows players to learn the ropes before getting to the really hard parts. It also feels good to have that tangible progress.
BaconX Oct 4, 2022 @ 2:29am 
Just beat the demo for the first time after a couple of hours with it, it's a lot of fun and the synergy, at least for my healing built, was really strong.

For those having trouble with it, try to find some synergies between the pets, items, allies, etc., you can snowball into a very strong built, and this is just a portion of the full game.
maidofliquid Oct 4, 2022 @ 7:25am 
Really loving the game so far! It really hits a good card game itch without feeling too similar to other deckbuilders I've played. It is a bit difficult, but personally I don't mind too much, but I'm the type of person who likes smashing their head against the wall in a good roguelike so I may just be biased. I have mainly 2 suggestions:

1. Maybe increase the frequency of unlocking new cards/pets/etc? The current quest setup is fun, but it's very context-specific. Having cards unlock a bit faster might help reduce fatigue when trying to climb the difficulty curve & add variety to runs.

2. This might be included in the full game - but a low-motion mode/option! As someone who gets motion sick from games easily, it'd be nice to be able to decrease the parallax when choosing cards and stuff like that.

Overall, really fun, and very excited for the full release!
Last edited by maidofliquid; Oct 4, 2022 @ 7:27am
Pilgrim  [developer] Oct 4, 2022 @ 7:33am 
Thank you for the feedback so far everybody! Just want to confirm that we're reading it all, so keep it coming!
Fuzzleberry Oct 4, 2022 @ 8:06am 
30 mins in and it seems very cool and fun to play. but 3 things atm
1: first boss seems to be a huge difficulty spike and I haven't been able to get close to winning. I could just suck though but yeah.
2: please let me reroll the champions at the start least once, I don't want have to play a run and die just to play with a champ I'm interested in which is still no guarantee.
3: things aren't explained in the shop, like the crown has no tooltip when you hover over it so I had no idea what it was till I picked it up. P.s Change the gold number to red if I can't afford that item, tiny change but makes things very readable.

lots of potential though and I'll likely pick it up.
(idea) pets should have a crown from the start or maybe a meta upgrade later. just feel like it would make them a little more special. might already be planned though.
(2nd idea) Do above but also allow us to take something like inventions or big pets instead but they don't get a crown but are generally a bit stronger.
Last edited by Fuzzleberry; Oct 6, 2022 @ 2:19pm
gameonlymala Oct 4, 2022 @ 8:36am 
I already have almost 5 hours in the demo which is a lot. There is a huge replay factor and the game is definiately a day 1 buy for me :)

The first few runs were difficult but it gets a lot easier after you know what you are doing (which is exactly what you want from a roguelike).

One slight problem is that you can just restart the match if you dont like the random champs offered. But idk how thats possible to fix. I think certain mechanics arent explained enough. I had no idea what the crown did; and its very underwhelming (in the full game with longer games and bigger decks it will definiately be better).
It should be said that injured units can't die no matter what, in other games injured units die after getting injured again.

However I found 0 bugs during my 5 hours and the gameplay is super fun, can't wait for the release!
Last edited by gameonlymala; Oct 4, 2022 @ 8:56am
Ja Morant Oct 4, 2022 @ 9:15am 
I would love the option to right click on empty space to have to same effect as hitting the Red X on the left side of the screen.
(ノ°□°)ノ Oct 4, 2022 @ 9:35am 
Loving the demo!
Took me 2 runs to beat the demo with 1 turn left to death.
That last fight got pretty spicy.

Minor gripes so far are the inability to wait a turn without playing cards, and an item in the shop didn't have an explanation before i bought it.

I'm excited to see how the game opens up on full release!
Maverick Noob© Oct 4, 2022 @ 12:56pm 
Game's awesome but I'll get to the point. Let us skip rewards. I never understand why some games do this. sometimes I roll a bad reward screen, I don't want any card, let me skip them.
BaconX Oct 4, 2022 @ 1:28pm 
I'll keep this short but I'll echo all the above:

Better description on items
Let us re-roll at least once on the character select
Let us skip card reward if we choose

Also look into maybe smoothing out the weaker cards so that they're not just blatant "never pick this card". While you do need the dynamic of weaker cards, but I feel like there were too many moments where I went, "why would I ever pick this card or character over this other one that is seemingly just better all around?".
Last edited by BaconX; Oct 4, 2022 @ 1:29pm
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