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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.
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.
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.
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.
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.
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!
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.
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!
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!
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?".