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It would also be nice if Minions were better explained; there's a tool-tip that shows up on hover saying your minions will get "+2/+1" or the reverse on mouse-over, but then nothing improves their health. It would also be nice to get a warning that they're dying because they're not immune to the lava tiles, and possibly a way to see what they're aiming at (or to aim them in general). I'm a huge fan of having minions in games, but these ones act more like low grade turrets that die the moment an archer is on the field.
Overall the game is fun, I've even beaten the boss once or twice, but there's a lot that requires the player to guess and check when it comes to the cards themselves. It feels fine to not know what a new enemy will be the first time you see it, but not knowing that your meteor will drop randomly *somewhere on the field* isn't so fun to have to figure out when it's a move our dragon is supposedly in control of.
Whatever you do with the game, I'm looking forward to it. Thanks for the demo and please have a wonderful day!
Lower gold and maybe make merchant a kobold that sells you things?
Game feels like if you don't get fire boosted artifcats you have NO chance of beating the chapter boss. (IE items that make fire cards cheaper/boosts easy combos).
Meteor (talents and random effects) is worthless. Don't get me wrong part of game design is to have some bad cards... if this was MTG. We are not buying booster packs. Please change dead cards and effects.
Please let us read the dialogue at our own pace, like with the tutorial dragon whelp's dialogue.
Some of the card's have really poorly explained combo effects.
Take fire beam and fireball barrage, for example.
They seem to combo with wind cards, but there is no mention of this in their text. They are the only cards I have so far been able to combo with them at least...
Other times the cards seem to have typos in their description, like ancient scales, giving 40 armor in return for using 3 AP and exhausting the card.
40 armor? Really? That must be a typo, surely?
A basic boulder gives you 100 armor per turn, so this card giving a measly 40 armor in return for such a high cost seems ridiculous.
Another typo example is in the huntress's aimed shot(think that was the name) card's description; 15 damage, except it is really 1500 damage, but again, typo.
Liking the game, and this is the first card game I have ever given the time of day, it focusing on a dragon boss as a main character got me interested.
Too few dragon games out there, so I appreciate your choice of theme for this game a lot.
Keep up the good work. ^^
So here are my opinion and suggestions for balancing after 9 hours of play time:
Elemental combos:
* Most combos that don't consume themselves are pretty good: Fire on fire, earth on earth/boulder, wind on wind/tornado/lava. You can't go wrong with some boulder tiles for armor, a single tornado for wind knockback and plenty of lava tiles for damage. Wind on lava is useful in a pinch. Fire on lava is usually not worth going for on purpose, but nice if you get it as "collateral damage".
* Fire tornado, fire bomb, rock storm and the unnamed 1000 damage "rock fire" I either don't bother with or actively try to avoid because they consume important setups (tornado/boulder) for little or unreliable gain.
Boss mechanics:
* I think the idea of mechanics getting disabled again once you move past their stage doesn't really fit the power fantasy of being a raid boss that gets progressively stronger the lower his health gets. Especially phase 1 mechanics are limited by this, as you usually won't be starting the dragon slayer fight at full health and healing options are limited, so you only get a small amount of time to use them.
I've unlocked most mechanics by now and in most cases I'm only using those that are always active, or only activate in stage 3 for an epic last stand.
* Some boss mechanics are extremely strong compared to the rest. Emilgion's Scepter (cast a fireball at every enemy in every turn in all phases) sits at the top, giving you high sustained damage in every situation. You can ignore most non-hero units if you have this mechanic equipped.
Combine it with Cabal Reliquary (Fireballs deal 100/200/300 more damage based in your phase) for even more power. Most other powers don't offer nearly as much or are limited to a single phase.
Cards:
* Cards with randomized target areas are too unrealiable. Their cost and effects aren't worth the gamble. In case of meteor, you even run risk of ruining your own setup if the meteor lands on your boulders or tornados. In my opinion they should either be changed to be targetable, or predictable (e.g. meteor shower will always strike the three enemies with the highest health. The tanks are drawing our aggro!)
* Whelps are in a weird spot. They aren't explained very well, it took me some trial and error until I learned how to combine them (place three whelps in a horizontal/vertical line). If you have a controlled environment where you're not facing archers and can keep melee enemies at bay with tornado knockbacks, they are a fun alternative to other builds. But as soon as there's archers or you're facing a hero with AoE damage (which most bosses have and frequently use), they drop like flies. Even when combined several times they will get oneshot by 1000-1500 damage hits.
I don't have a definite suggestion how to make them viable. Perhaps make them invulnerable but limit the amount you can have in the field at the same time? That would make them more consistent. Or give them a lot more health so they can work as meat shields.
Talents:
* I think the balancing is good here. Some might be better than others, but I didn't find any of the talents unusable so far - at least in theory. Some aren't viable, but that's e.g. the fault of meteors being too weak so a meteor-focused talent suffers from that, even if the talent itself is fine.
Other stuff:
* Battle rewards and map events that increase max health don't feel worth going for. Spending a turn to gain 2000 max health when you already have 50000 doesn't change much, I'd rather go for new cards, artifacts or gold.
* Merchants feel a bit restrictive (but I've never played such a game before so perhaps it's classic behavior). Since I can only visit them once and it consumes a turn, I usually save up as much gold as possible and then visit them in the last turn before the dragon slayer arrives so I definitely have enough gold to buy the stuff that I want.
talent for whelp spawning every turn seems awful because ideally you want to be able to control where it spawns so you can combine 3 so they dont just die in 1 hit. so a 0 cost hatchling makes more sense to me per turn. there's a lack of whelp support too. and against most things end game they just get one shotted by aoe even though you put like 9 energy into them. much much worse state when compared to other strats. when i played it i kinda felt like why should i even play this when other strats are clearly leagues ahead better and i dont have to hope my on-board dps dies.
boss mechanic selection should be sorted by all phases/1st phase/2nd phase/3rd phase, for QOL
in future updates, think it would be cool to cover multiple different unlockable dragon archetypes green(healing)/black(dot)/white/blue
there's also some kind of bug that happens when you kill enemies too fast before reinforcements and then the run gets soft locked
card encyclopedia would be noice too
boss mechanic wise. i think it feels kinda weird that if i have like multiple phase 1 mechanics because that's where the start of the fight is normally going to be and end at but then when i reach phase 2/3 i'm actually MUCH MUCH MUCH weaker. is a bit weird. if anything it should be like we have set slots like 1 all phase mechanics, 1 phase 1 mechanics to choose from, 1 phase 2 mechanics to choose from and then 2 phase 3 mechanic to choose from. and during the campaign we can pick up relics for extra phase 1/2/3 mechanics. Or something like that
max health at it's current place is quite underwhelming and useless for the most part, unless there's more cards that synergizes with losing/gaining health that makes it more worthwhile, as it stands it's basically a wasted turn.
1. All battles should have a choice to add a card, skip adding a card if I don't like any of the choices but instead turn into +25 gold/coins, or remove a card from deck so we could shuffle faster.
2. Editable deck before starting the run. E.g removing some pyro and adding some wind or stone spells.
3. Merchants should not be a place in the map that fastens the boss battle, but a separate UI button that has a cooldown of every after 2 or 3 battles. It does not count toward boss battle.
The most fun part of the game is being the boss while creating my own card synergies that can be used in all battles.
Looking forward for more dragon types that we can use, and more diverse spells such as minions, frost, lightning, healing, mind control, debuffs, buffs.