Deck of Haunts

Deck of Haunts

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chip5541 Dec 16, 2024 @ 10:57am
Demo Impressions
This was really a surprise this morning to see the demo going live. As a big paranormal fan, I have really been looking forward to spending any time with the game and I am not disappointed.
The music and sound effects really help with the atmosphere with the game. Combined with the atmospheric background noises, I really cannot find any fault. Really does add to the overall game.
The animations look really good with the design of the rooms and characters that match the theme to a tee. I will say though that while you can move around the map, I have not found if you can rotate the world. One thing I would like to see if possible would be a replay, maybe from 3rd person. Maybe even traps and such have a little more visual flare like in Kagero's Deception 2.
Game-play is broken down into a couple of section. Expanding"building" you house based on the layout the building fits on the land and collection of essence. Depending on the amount of essence, you can collect the cards of different room types and also how the fit on the land which is shown on the card. You can also collect a move room card or destroy destroy room. The cards are really self explanatory so you should have little trouble getting through this part.
I think I forgot to mention this is a type of hybrid card game/building/thing. When you select the card to perform the action that affects either essence, sanity, or health, time does slow down. By clicking the card on the bottom, it creates a tether that you can click on a user in your house, click on the users avatar on the top right or in some cases, just click in the room.


.... so much I really want to say but I am rambling on. I live the game a lot even if I am getting my butt handed to me about half the way through. All I can say is give the demo a try. I found it really fun and will remain on my wishlist until it is released.
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Showing 1-8 of 8 comments
dna.noodle  [developer] Dec 16, 2024 @ 10:40pm 
Thanks so much for the kind words!
philippe  [developer] Dec 16, 2024 @ 11:35pm 
Thanks!
ningyounk Dec 18, 2024 @ 4:13am 
I didn't want to open a new thread just to leave my own impressions so I'm adding to this one—I hope that's ok?
I found the premise very enticing and the visuals did not disappoint! It's gloomy in the best way and having special variations of the rooms like phobia and chill was especially impressive.
I was a bit confused by the building aspect, there didn't seem to be a lot of strategic purpose in picking one room over the other outside of reaching the 4-tiles requirement for upgrades. The layout of the house also did not seem to matter a lot due to the immovable rooms that connect the entrance to the Heart room.
While the demo was a bit shallow in terms of gameplay, I was still quite excited by the obvious potential. You can already see archetypes taking forms: sanity vs. damage, tension, quick vs. fast, traps, large rooms, group vs. solo, draw, unexplored vs. investigated, etc. As soon as there is some gameplay incentive to build your deck and house a certain way, I feel like this has the potential to become great :)
Thyrandil Dec 18, 2024 @ 6:10am 
Originally posted by ningyounk:
I didn't want to open a new thread just to leave my own impressions so I'm adding to this one—I hope that's ok?
I found the premise very enticing and the visuals did not disappoint! It's gloomy in the best way and having special variations of the rooms like phobia and chill was especially impressive.
I was a bit confused by the building aspect, there didn't seem to be a lot of strategic purpose in picking one room over the other outside of reaching the 4-tiles requirement for upgrades. The layout of the house also did not seem to matter a lot due to the immovable rooms that connect the entrance to the Heart room.
While the demo was a bit shallow in terms of gameplay, I was still quite excited by the obvious potential. You can already see archetypes taking forms: sanity vs. damage, tension, quick vs. fast, traps, large rooms, group vs. solo, draw, unexplored vs. investigated, etc. As soon as there is some gameplay incentive to build your deck and house a certain way, I feel like this has the potential to become great :)
The entrance must always be connected to the heart room. If a new path is built connecting the entrance to the heart room, the original rooms can be moved to other places (or even removed entirely). The new (presumably longer) path must be build first though. It is also possible to make several longer paths to the heart room making the party split up more by themselves and lessen the chance of them beginning to flee.
dna.noodle  [developer] Dec 18, 2024 @ 11:24pm 
Originally posted by ningyounk:
I didn't want to open a new thread just to leave my own impressions so I'm adding to this one—I hope that's ok?
I found the premise very enticing and the visuals did not disappoint! It's gloomy in the best way and having special variations of the rooms like phobia and chill was especially impressive.
I was a bit confused by the building aspect, there didn't seem to be a lot of strategic purpose in picking one room over the other outside of reaching the 4-tiles requirement for upgrades. The layout of the house also did not seem to matter a lot due to the immovable rooms that connect the entrance to the Heart room.
While the demo was a bit shallow in terms of gameplay, I was still quite excited by the obvious potential. You can already see archetypes taking forms: sanity vs. damage, tension, quick vs. fast, traps, large rooms, group vs. solo, draw, unexplored vs. investigated, etc. As soon as there is some gameplay incentive to build your deck and house a certain way, I feel like this has the potential to become great :)
Thanks for your feedback! I'll share it with the team.
Fireman Dec 22, 2024 @ 1:15pm 
Demo was awesome only "bug" i found was multiple humans having the same name is kinda confusing within the same night keep up the good work releasing a video on my channel loved the gameplay !
timidon Dec 23, 2024 @ 4:32pm 
Oh, I am looking forward to this game on release; it would be cool if "Secret" doors could be added; by chance of reduced entering the room, it may be a mechanic worth looking at. It's a solid dungeon based on the game, right on the right track. Oh, and maybe a generic "Hallway" would be nice.
Phoenix Dec 24, 2024 @ 7:03am 
I have a MASSIVE complaint about this game!!!!!!

I don't want to wait for the 1st quarter of 2025! I wanna play the full version NOW ! pretty please! Awesome concept and so far well executed x
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Date Posted: Dec 16, 2024 @ 10:57am
Posts: 8