Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I like the idea of adding a "Generate random names" option for all teams that have standard PG,SG,etc. positions. I think I will add something like that, maybe even as an option when you first start the game.
The computer having more mana (stamina) and card draw is balanced by you always playing first and knowing their cards in hand. Of course, CPU is also somewhat dumb as I didn't want to make an ai that plays a perfect game, but rather just some heuristics, so it's predictable and makes mistakes sometimes. In any case, during playtesting, it ranged from people beating it on the first try, to some players taking a dozen runs. It all depends on how quickly you get a hang of game mechanics. In early tournament games card draw and energy are a priority, but often a single card (ex. Heat Check or Crossover) is enough to win it all.
In any case, I wanted the game to be challenging. I made sure that every competition type is beatable on every difficulty and there are different strats, but it takes time to discover them. However, when you finally do and win it, it should feel much more significant accomplishment. I know I might get some negative feedback on that decision, but that's my vision for the game currently.
You can remove Perimeter Defense with "Pump Fake", "Full Court Pass", and "Up and Under". You can also out-stamina it with Tactics, Plan Ahead, Double Double, Coast to Coast and other cards that give you a lot of stamina like Deluxe Locker Room, Energy Drink, Shooting Drill, Recovery, Load Management. Also if you get Crossover with some of those, it can be a great combo.
The tournament mode does depend on luck a little bit, as you don't get many card drops. You are still guaranteed tier-1 drops, but sometimes you might just run into a team that has cards that create major problems for your build. Because of all this, the best counter for Perimeter Defense in Tournament is not to go too heavy on 3P build, especially if you have none of the other cards I listed above.
With Season or Playoff mode it's much easier. You get more opportunity to build the deck as you can lose some games and still win the competition in the end.
I also really respect the choice to make a challenging game, and I hope you have thresholds in mind for what percentage of players should be able to clear certain difficulties in certain amounts of time. It's hard for me to imagine just how much tougher this game is going to get by level 6 given the current level of challenge I'm already seeing, but you've got access to a lot of data I don't, and I trust you've got a vision for what "challenging" means at each tier that will be even more clear when those larger scale modes are out.
Thanks again for a fun demo! Looking forward to the full game.
I definitely think having names in the game is better than not. I saw there's a function in the game that allows you to modify a team and change not only the names, but also the cards that the team uses. Will people be able to upload those modded teams to the workshop?
You could also have the card show a jersey (in the team color, which should also be customizable) with the player name and number, replacing the little position letters in the bottom left corner. Stuff like that doesn't really matter much in a four-game tournament, but people playing a full season will probably want to feel a bit more of a connection with their players.
If modders were able to make and share their takes on real historical teams (which other people could then play in seasons, or pit against each other in tournaments), that would probably increase the appeal of this game for a certain type of gamer.
Yes. In fact, the whole game will be fully moddable with Steam Workshop support. I'm working on that currently.
That's exciting! As someone who's had a fascination with turn-based sports games for basically my entire life, this is my most anticipated game right now (since I discovered it in NextFest a week ago). I'm really looking forward to the full release.
https://steamcommunity.com/sharedfiles/filedetails/?id=3460086636
This will be available on launch day.