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You cannot imagine how many times I accidentally ruined a flush cause I thought that diamond card was actually a heart.
Just about any computer version of solitaire has an undo button. In fact, most will let you undo all the back to the start. The only two things I could see an undo button messing with is RNG rolls and face down cards. RNG doesn't have to be different for two rolls of the exact instance, it can be coded to keep the same roll despite an undo. You could also just not allow undoing the purchase of a pack or used consumable. Anything I've failed to think of likely has a way to balance it. Like boss rerolls, which again could just not allow an undo.
Yeah it helps a little bit and I have kinda learned to focus on the shape rather than assume color is color.
Its just sometimes you just make that mistake and its really frustrating cause I feel like I would not have made it if I could see like a normal person can.
Also I have not actually tried High Contrast, will have to give it a spin.
Other roguelikes have adopted a rule when it comes to undos, where they exist in games like this they never exist to the point that they allow you to take new information back in time. Unfortunately after you make a play, you get to see what the next few cards will be so undoing past that point does make the game no longer a roguelike (unless limited by an item you can buy, that sort of thing).
Before I go further I was surprised no one mentioned this. Ironman (autosaving with no returning to previous saves or "savescumming") games that are roguelikes save at the beginning of the round. It's long been the case, all the way back to games like Wizardry in the early 80s, that you can alt+f4 and close the game to avoid losing progress in the event a cat jumps on the keyboard. It's something that makes games less fun if it's abused, but in the situation you described OP it would I believe be perfectly acceptable.
For an undo to work in a balanced way there needs to be a stage period and a finalize period that are clearly marked. We kind of have that, until you click "play card" you're able to see the hand you'd make. So I am going to make an alternative suggestion.
Instead of letting players undo past the point where new cards are revealed, I am going to suggest a game setting you can toggle off if wanted that would make the pot size you have to beat in the upper left change color if you're going to be able to beat it once you click "play hand". That would accomplish the same goal, right?
That's really smart. Thumbs up!
Obviously undoing a whole turn is excessive, but at least in my experience take backs are fairly common in casual Magic. It's a complex game and there's a lot going on. A good majority of people don't mind you tapping your mana different or changing your combat outside of a proper tournament
Imo having a dedicated undo button kind of goes against the spirit of this type of game (unless it's implemented and limited via jokers or items etc. That could actually be pretty interesting).
also, screw an undo button. learn from mistakes.