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I agree that randomness can screw you over a little bit, and at first when there are very few unlocked cards, it can feel unfair. Did you try selecting « military buildings » in the Guild? I’ll look into the algorithm and improve it, right now it avoids giving too many duplicates for instance.
About the controls, what do you mean « not controller mapped »? There is gamepad support in the game if that’s what you seek.
Fair points for the battle system, I’ll make sure to improve the tutorial for the release. My intention was to just show the basics with the tutorial and leave it to players to discover the nuance, but that might be too obscure. The rule in case of merge is that you keep the type of the largest group, and if both groups are the same size, you keep the type of the destination group.
Are there unlockables in the demo ?
Or is just a side sentence for the final game which will have cards to unlock ?
Both! So the way the demo works, you can’t encounter some cards in your first few runs (most notably the river) so you’re not overwhelmed with everything right away. Still, the demo has only 21 cards in total, when the final game will have 110. Not all are unlocked by default, but that’s still more variety!
When doing a battle, you can move any unit to any other unit. So if you wanted to, for example, start by clicking on an enemy archer unit and move it to your sword unit, you could.
Yes, every opportunity I had to try and add military cards to my deck, I took. All of them ended up being archers.
The order you get pieces in was what got me the most. starting off with farms/watch towers without any other pieces to place can severely reduce their effectiveness. I still enjoyed the demo but it lacks variety in the demo, the finished game should fix this.
You can decide after each act which terrain you want to specialize in! Don't think I've announced this anywhere, but you guessed it correctly. During a given act, you need to plan ahead by checking the terrain types that are the most frequent on your way to the boss. Bosses themselves have equal distribution of terrains, so the challenge remains that you place the correct terrains where you need them to optimize