Deck of Haunts

Deck of Haunts

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I have been returning to this demo when I realized that there was a larger update. And I have to say the game made considerably less fun. Here are my pain points:

- Perk Pathfinder: NPC's beeing ale to plo into a random room defeats the purpose of building a mace. Becasue then its pure chance if they land next to your heart. This should jsut no be a thing.

- The sustain costs: These costs are way to high. I have played sever days where I killed everyone and wasnt able to afford a single new room. Dont make that a thing. Maybe there could be some very very special rooms that cost daily upkeep but not to an extend it is now.

- Killing is better then driving insane. Killing gives you 40 Sustan points while driving insane only gives you 20. This has nerfed alot of playstyles for me and just feels a bit off. I know it was probaly done becasue insane people dont casue others to panic. But if you want to counterbalance this maybe consider introducing a NPC that will try and rescue insane people and bring them out of the House.

- Moving and destoying rooms. Make this an action instead of a purchase. You should be able to freely adjust rooms and create your own layouts at will. Removing the rooms allready comes at a cost since you bought them in the first place dont make us pay double.

Overall I think this could be a great game dont strive to far what the initial demo gave us.
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Showing 1-11 of 11 comments
philippe  [developer] Feb 21 @ 12:27am 
Hi there, thanks a lot for the feedback! 🖖
I'll add that I found the game very hard to control with a touchpad and touchscreen. One of the things I love about the MS Surface that I inherited is being able to play card games via touchscreen, and when using touch on the demo it just didn't work half the time - sometimes it would select and unselect like I tapped twice, and other times I just couldn't get a card selected and then an explorer selected. Plugged into my dock and used a normal mouse and it was all fine.

I'll also agree with the killing vs. driving insane. Being a Lovecraft Mythos fan my first instinct was to prefer driving insane, but obviously with only 1/2 the reward there's no real reason to do so.
Slice Feb 22 @ 8:36pm 
If you get the insanity down to 4 you can consume them for 50 points instead of 20 which actually makes it better than outright killing them.
BoogieWoogie Feb 22 @ 11:30pm 
1. Never had an issue with this. There are cards that defend against this as well. Shifting Hallways, the other random 2 cost move, and then you have the room lock one to save you a turn.

2. They aren't that high. The further it is from the heart the more it may cost, but there are rooms that offset the costs like the mechanical room that reduces costs of adjacent rooms by 10. The main reason this was put into the game was to stop the single room cheese abuse. People made a maze with just random one rooms which made the game too easy and unbalanced.

3. You can farm 60+ points if you drive insane that is 20, then you kill that person it is 40 = 60. One strategy if multiple people, seperate them, try to insane them before killing them. The only times I found myself abandoning that stategy was if the last person was close to the heart or about to escape and I had no counter play for that, forcing me to kill them. You can also wound them to finish off later while you take care of insane enemies.

4. ? Remove Room costs 0. Move room costs 10. How are you paying double?
Originally posted by Slice:
If you get the insanity down to 4 you can consume them for 50 points instead of 20 which actually makes it better than outright killing them.


I mean consuming them by reducing themn to 0? Becasue then this didnt happen to me.

If this is some different mechanic then its not clear it existed

Edit: Understood the emchanic now. Absolutly dislike that. I always felt cool to have multiple options to get rid of intrduders. Now you are telling me I have to make people insane and then kill them is the only effective way tro play? Dont like it.
Last edited by KallarDuskwood; Feb 23 @ 1:31am
Originally posted by BoogieWoogie:
1. Never had an issue with this. There are cards that defend against this as well. Shifting Hallways, the other random 2 cost move, and then you have the room lock one to save you a turn.

Those cards have nothing todo with the issue present. If the hunter drops in next to your heart because it can you lock your heart yes (or move them away) but that doesnt mean he hasnt skiped 80% of your mace allready


Originally posted by BoogieWoogie:
2. They aren't that high. The further it is from the heart the more it may cost, but there are rooms that offset the costs like the mechanical room that reduces costs of adjacent rooms by 10. The main reason this was put into the game was to stop the single room cheese abuse. People made a maze with just random one rooms which made the game too easy and unbalanced.

I cant post screenshot but there is defently days where you cant do anything unless using the system described below which I feel is kinda minmaxing cheese.

Originally posted by BoogieWoogie:
3. You can farm 60+ points if you drive insane that is 20, then you kill that person it is 40 = 60. One strategy if multiple people, seperate them, try to insane them before killing them. The only times I found myself abandoning that stategy was if the last person was close to the heart or about to escape and I had no counter play for that, forcing me to kill them. You can also wound them to finish off later while you take care of insane enemies.

I understand this now and have to say I feel this is some terrible design. Having to kill them in both ways instead of having multiple options takes away from the game

Originally posted by BoogieWoogie:
4. ? Remove Room costs 0. Move room costs 10. How are you paying double?

I wasnt sure if remove room was also 10 when i wrote the feedback. Thanks for clearing this up. Still prefer the move to be 0 and both not just not be limited cards and actions in general.
Last edited by KallarDuskwood; Feb 23 @ 1:33am
I find I don't have time nor resources to make them insane first THEN kill them. Specially with the "Stone Masons" going straight to the heart. Besides, once everyone is either insane or dead, the night ends. So I can't kill off the insane.
Kazen Feb 23 @ 9:52am 
Alright, getting some more runs in on the new build. I'm adjusting......feels like too many ideas got changed at once, its hard to tell what the effect of each change is. The pathfinders feel really ♥♥♥♥♥♥♥♥. Especially late game where they can spawn a single adjacenecy from the heart room with a 18/11 statline. What am i supposed to do with that. At least maybe add something where they cant come in directly next to the heart. Gives you no time to deal with them.
Footman Feb 23 @ 2:40pm 
Is there even a way to drop the Bell on someone in the room? If it requires a specific card that's kind of pointless. It should be a built in option just like sacrifice but limited to once per night.
Originally posted by Denny Crane:
I find I don't have time nor resources to make them insane first THEN kill them. Specially with the "Stone Masons" going straight to the heart. Besides, once everyone is either insane or dead, the night ends. So I can't kill off the insane.


Originally posted by Kazen:
Alright, getting some more runs in on the new build. I'm adjusting......feels like too many ideas got changed at once, its hard to tell what the effect of each change is. The pathfinders feel really ♥♥♥♥♥♥♥♥. Especially late game where they can spawn a single adjacenecy from the heart room with a 18/11 statline. What am i supposed to do with that. At least maybe add something where they cant come in directly next to the heart. Gives you no time to deal with them.

Use defense cards. Shifting Hallways is OP. I had three in a deck on one playthrough. Shifting hallways also works to the above quote with managing a lone survivor and picking everyone off once they are insane.

I would avoid the 2 cost and move all units card though, it sometimes work, sometimes doesn't when near a heart. The Devs said something about changing that so they don't enter the heartroom(I think.) There is also the banish lock one, but it is only a one use also there is another 1 cost card that will stop a unit from doing anything in a room, forgot its name but I have used that as well. But out of all of those, Shifting Hallways is the strongest defense card IMHO, till we see what other ones there are in full release.

But yea, it depends what you get in playthrough for card choices, sometimes you don't get best cards. One playthrough I didn't see a single 2 cost perma tension rise of all humans card(forgot its name.) And that is one I tend to use mainly due to it being just broke, especially if you use Echo and then use that card. Can insane humans/masons fast.
Originally posted by BoogieWoogie:
Use defense cards. Shifting Hallways is OP. I had three in a deck on one playthrough. Shifting hallways also works to the above quote with managing a lone survivor and picking everyone off once they are insane.

I would avoid the 2 cost and move all units card though, it sometimes work, sometimes doesn't when near a heart. The Devs said something about changing that so they don't enter the heartroom(I think.) There is also the banish lock one, but it is only a one use also there is another 1 cost card that will stop a unit from doing anything in a room, forgot its name but I have used that as well. But out of all of those, Shifting Hallways is the strongest defense card IMHO, till we see what other ones there are in full release.

But yea, it depends what you get in playthrough for card choices, sometimes you don't get best cards. One playthrough I didn't see a single 2 cost perma tension rise of all humans card(forgot its name.) And that is one I tend to use mainly due to it being just broke, especially if you use Echo and then use that card. Can insane humans/masons fast.


I still think you forget about the fact that even if you succesfully prevent them in this turn and move them back then they still have skiped 80% of your rooms. You end up in a situation where you need to remove them every turn and focus on killing them becasue they just cheat the system.
Last edited by KallarDuskwood; Feb 23 @ 10:26pm
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