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I would have to say too. thank you for developing Wildfrost. I enjoy this game.
Please regard what I write from now on as a foolish talk.
Remove 1 or 2 cards from current starter deck for make as an incomplete deck.
1) After choosing a tribe, choose a hero from among the three.
2) Pick 1 or 2 out of some cards related to a hero's ability. Only weaker heroes can pick stronger cards unconditionally. Strong heroes are forced to pick weak cards.
3) Players may go back to 1) and compare other hero picks if they don't like a card.
With such a start, I think this problem can be avoided.
I think it's a more enjoyable experience to pick weaker heroes and give them the advantage of getting stronger cards than balancing to get rid of weaker heroes.
But I think this idea is definitely a hassle for development.
(*) I used google translation, so it may be a strange sentence.
Your thoughts on snow are similar to mine. I've accepted that snow is the only viable way to win this game, but since every faction gets access to snow cards, it's not too much of a dampener on my playstyle.
I can still build a shoom or an overburn deck and have snow alongside it.
I would love to see alternative means become more viable though. Variability is the lifeblood of deckbuilders and roguelites alike.
I only just got to the true boss on my last run, and it obliterated me instantly. I didn't realized "unmovable" applied to my cards as well as enemy cards.
Honestly, being able to move my units around from turn to turn at will is a major part of the strategy of this game, so seeing that turned off was a disappointment.
I'll eventually win that fight, but at first glance it looks like it might be a fun-killer.
I didn't much for the Heart fight in Slay the Spire either. The end-bosses of these games tend to be so finely tuned that only one solution exists unless your wildly overpowered when you get there.
Gripes aside, I'm very excited for how this game might develop in the future.
As you mentioned, the aesthetics are truly exceptional! Despite my frustration with some of the more RNG focused elements (random charms on monsters being the big perpetrator here), I constantly find myself going back and playing again due to the sheer joy of how the game feels to play.
And yeah, the true final boss's gimmick is really terrifying and oppressive, though I honestly like the fight. I do think it's messed up that the Jailer's effect applies during crown deployment, but at least for a fight trying to be the hardest in the game, it does demand you to be able to deal with many things at once--enough sustained damage for Jailer without the lane being picked apart by the snow-resistant Lancer, with enough health/stalling resources left to hold off the heat coming from the other side. It does a good job of being a tricky fight even when you are playing with an insanely developed endgame comp, which is how it should feel. But maybe it'd be nice if the Jailer could be disabled temporarily in some way other than something faction-specific like Ink, for the reasons you stated: it sucks to play against.
I did throw a bunch of runs to finish unlocking items since writing this up and...Krono leaves me kind of speechless. It feels like a congratulatory reward but it's also one that kind of feels like it gives up on item balance, though it's fun to use for how well it enables every single thing in the game. I am very excited for future updates, but I kind of find myself thinking now that I hope this item is quarantined to an easier difficulty mode or something because it does kind of single-handedly derail the challenge of the game whenever offered.
We don't really complain that almost every card game roguelike requires card draw in their decks to be functional, for example. We just know that the game would be unplayable without card draw being a possibility in every archetype. We also don't complain that decks are unviable if they don't have enough mana to operate. Snow is similar.
Where Snow has an issue is that Snow doesn't have "interesting variants". Almost every snow card is just "apply snow", with very few build-arounds or conditions to get more or less snow. For example, there's no interplay between Snow and other status effects and very few "apply more Snow in X condition". When your sole Snow buildarounds or Snow w/drawback effects are simply "Sacrifice to apply Snow" and "Snow equal to damage" with no other synergy, then yes, this will cause the omnipresent Snow to feel samey.
Consider, for example, a card like "Snow 99 all enemies. Remove snow and trigger all enemies when you play 3 cards or redraw". Setting whether this is balanced aside, this is obviously a powerful effect, but I don't know if you could viably play it in every deck because you would be taking an entire enemy army burst all at once without row swapping when the Snow is removed. That's the kind of effects I'm talking about in making Snow feel less samey.
(Unfortunately, this is counterbalanced by the fact that the game has such limited card acquisition that there just can't be that many nichey, but interesting effects or else the card pool becomes too diluted to work).
This imbalance is emphasized by the meta-progression system, pushing you to try Shrooms or Overburn or Demonize or etc. and then very often not giving you enough offerings in that theme to make a halfway-decent build.
I think the perception of balance might change significantly if the game offered you a somewhat strong leader that fit one of your meta-progression quests every so often (or something else like this) to help enable you to fill those quests without a doomed run.
I think so too. I do honestly really like the way that a lot of archetypes can come online with just 2 pieces because your deck becomes so accessible with 1-count redraws and crowns, though I think some archetypes are much better at having individually useful pieces than others, which more leader options to start with would alleviate pretty enormously.
I get that it's a drafting roguelite game where making do with what you're offered and going overboard on certain nodes to chase synergies is a thing, and the more I play the more I am already coming to appreciate how quickly some little synergies come together early on. But still, the accessibility of some chase mechanics, like Sacrifice which demands you to find a payoff (Groff much moreso than Devicro) to justify spending 2 tempos on summoning something and killing it, and ideally an enabler to soften the tempo loss (Chikana/Dregg,) or Vesta/Candle being awesome Overburn payoffs but having no independent usefulness--this could all feel better.
Hmm...I guess it's really just a Shadeling issue. When I think about the other two faction's archetypes like Shell, Snow, Shroom, Junk, Bom, they're all really easily turned online by one card and many different interactions.