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Rapporter et oversættelsesproblem
First off, very nice game. I thoroughly enjoyed playing the first few hours and watching people try different strats on YT.
Next onto my suggestions.
Right now if you want to pre plan any cards for a run, you either have to have all cards memorized or keep a spreadsheet with the effects/cost etc.
So it would be nice if you could have a "tome of cards" where you could look up cards you have already seen. Especially when you add more decks in the future. Also adds to the "Gotta catch em all" sense of the player base.
Maybe even give a slight boost to the starter set, like exchanging 1 or 2 cards from the starter set for the next run.
That would at least give some sense of progress since it's a new game+ instead of just setting personal highscores (after you've unlocked all the pets etc)
Next up would be the pets themselves.
At the moment you're only able to use 1, and I found that the shield retainer is by far the most useful, since it works well with towershield and triple defense in a fire deck.
In comparison, the other pets feel a little lackluster. Since you can't influence your pets with your stats, 3 shield/turn is only useful in the first few fights, and acid/fire is basically 1 free mana but you have to compensate that mana with shields.
So my personal preference would be to influence pets with your personal deck (shield in general) e.g. Deal more damage (fire/acid) by absorbing enemy stacks or add 0,5 shield per +1 strength in this run.
That way, while you are alone against multiple enemies, you can have a fighting chance by choosing a strat and sticking to it.
This could also be used as a base for the pet upgrades in the future to customise your pet to your strat.
E.g. The fire/acid having the option to apply the stack to you instead of an enemy and maybe if you have enough skill points upgrade that to doubling your stack. Or the shield pet having an upgrade to reduce acid/fir by 1 stack and upgrade that to halving your existing stack. Or shield presesrver upgrading to double existing shields and preserve or adding +1 strength every end of your turn.
As the last point it would be progression in general.
Right now you can't carry over any bonuses from your last battle, which gives a sense of loss when you have for example, had a very difficult fight and got to +10 strength and are low on health with no way to start your next fight not at a disadvantage. While also knowing that the enemies maybe get a turn before you and killing you just outright.
Therefore it would be nice if you could at least carry some things over like acid/fire stacks (maybe stored in your pet), 20% of your previous shield/strength, depending on maybe special skills or pet skills, or crowns or something.
Since enemies always have the advantage in health and numbers, I sometimes felt a little frustrated at how fast you can go from "I got this" to "Wait, What? Why am I dead?".
(Never played dark souls but I heard it's similar)
And since you can only unlock so much, it's a major setback with no fallbacks.
I get the appeal of oldschool progression like that, but It's more of a 90s thing for me ;).
Well I hope you found something in my gibberish that gives you some ideas while I vented a little and gave my 2 cents on the matter.
Best regards and keep up the good work :)
My thoughts after coming back since the backstab and the pets:
I think the pets need some adjustments. First, I think the "summon familiar" card should disappear from your deck after you use it (this is what I thought would happen). Basically you can summon a pet every battle and then why wouldn't you?
Second, if you have a familiar with you or if you get 2 different summons cards, you can't change your familiar? I picked up a defense bot card and it just took up space since when I tried to use it, I couldn't because I had my fire guy with me.
Third, I hadn't unlocked any pets yet and I found a fire guy in a room and he joined me. I immediately was like, wow this feels OP. He just spits puddles and I've got crazy DoT happening because ... :
The enemies seem really keen to go jump in my status puddles. I can throw acid down and they will take turns walking through it and then pushing each other right in. They also don't seem to feel the need to get out of it. For now it seems like the best thing to do is to stack some acid doubling and defense and just let them kill themselves.
A small suggestion: On the little map below, could you color the our dot that shows where we are? Maybe blue like our cute slime? I find it's not easy to tell immediately what is coming up because I can't immediately tell where I am on the map.
Thank you for checking out the game and im glad to hear that you enjoyed it!
"tome of cards" - Yep, this is on the list of To do, i agree that it would be useful.
And thanks for the rest of 2 cents :D yea, im trying to figure out how to best ballance the progression. I think i will include pet upgrades soon, i just need to think over a few things on it
carrying strength over would be immediately OP. - Yea, pure carry over STR from battle to battle would be super op, but i think i can introduce a variation of this through pets and pet upgrades ( base starting str depending on X and such )
First, I think the "summon familiar" card should disappear from your deck after you use it (this is what I thought would happen). Basically you can summon a pet every battle and then why wouldn't you? - Yes, summon familiar cards are ment to use that way, so you will be able to make a sort of summoner build, the small count of currently available falimiars is not perfect for that, but with more additions it will start to make more sense. Is more of a passive build.
Second, if you have a familiar with you or if you get 2 different summons cards, you can't change your familiar? - Unsummoning summoned familiars is a good idea, for some reason it did not cross my mind, will make a way how to unsummon them.
Third, I hadn't unlocked any pets yet and I found a fire guy in a room and he joined me. I immediately was like, wow this feels OP: The familiar spawns in pet rooms will be tiered, but that will come once i have properly introduced the familiar upgrades in game, i do agree that in the first zones getting one of the more active familiars is quite OP
A small suggestion: On the little map below, could you color the our dot that shows where we are? Maybe blue like our cute slime? I find it's not easy to tell immediately what is coming up because I can't immediately tell where I am on the map. - Had multiple requests for this - adding it in the next patch
Thank you for taking time to check out the active update!
Just in case you are wondering I keep my decks at 15 cards that way I can draw my combos pretty efficiently. Just my two cents, just stating my thoughts.
Too many card offers. 4 to choose from every time, sometimes 2-3 sets of 4 to go through, and just offered way too many times. This would be less of an issue when there are more different cards available, but regardless of that, it's too much.
The game is just too long for what it is. I start to get weary of it after about the first level. And it's a fun game with a great presentation, but for what it's doing, I'd much rather do more different runs than one run that's super long and feels samey after a while. I would reduce the number of encounters in each level by at least 1/4, and maybe 1/3. And also maybe reduce the HP of enemies (and the player) so each combat isn't so long. Some of them really drag.
There's a neat mechanic as far as the moving and positioning, but not really enough done with it. For example, why can I still hit someone with a melee weapon if they are all the way across the screen? Make me move to them!
The things like pulling the little veggies out of the ground; cute, but also kind of tedious for what little they offer; a few coins or ugh, more cards. Also annoying are the things where you need to click a few times on a reward to make it show up. I don't know who started that... I suppose it's some tactile thing... but geez, please make it stop, or at least offer a setting where you can just get the reward, already, without that.
Small Shield costs 0 mana and gives you 1 DEF. Okay, that's fine. An upgrade of it costs 150 to get 2 DEF, which would be good, but then the card costs 1 mana?? That's not really an upgrade. I would raise it to 2 DEF, but keep the mana cost at 0. I understand that some cards are in sets that upgrade into each other, but I'm just never gonna spend the money to go from 0 mana/1 shield to 1 mana/2 shield. Would much rather see a set that levels up and retains the 0 cost.
I don't get the "Move" card. Why would I want to get that and pay 3 mana for it, compared to Quick Step or Blink, which cost 1? Okay wait, I see that it gives me 2 times the movement points. But that seems even more pointless, for how little I need to move, and how I can usually move where I need to, already. Is that a permanent 2 times movement, for the rest of the combat? If so, ehhh, that's okay, I suppose, but I would still think it's overpriced at 3 mana.
Several cards aren't strong enough when they vanish after one use. For example, Lightning gives me 2x 2 dmg, or 4 total, and then is gone. Which is no better, or marginally better, than a Rusty Sword. Okay sure, Lightning is ranged, but still, it's one use and then gone? Either make it much stronger, or don't make it one use. Similar thing with Unstable cards... At least they do seem to be stronger, but still, not that much, especially when you'll lose them permanently. And also, side note that I don't get why there are even any things with multiples (2x). That doesn't seem to factor in anywhere that I can see, though I might be missing that.
The game is just too long for what it is. - yep, i have been reworking the level generation for the next patch, so it will reduce some of the annoying bits, as well as giving you option to start from different zones and switch things up.
There's a neat mechanic as far as the moving and positioning - expanding on this
Clicing on rewards thing - yea it has been brought up multiple times, i am removing that sorta, going to open/confirm it with just one click.
Small Shield - y, some of the upgrade paths were not ideal i am currently expanding and reworking them a little bit, to give players more incentive to upgrade and more options to tweak the deck.
Movement cards - same as previous, they were not ballanced in the next patch there is an update for that, will see how it feels
Several cards aren't strong enough when they vanish after one use.- yea, i do agree with this
No worries, positive and negative comments sound good to me, game is in early access to be improved and i am really happy that people like the game enough to comment suggestions ^_^
for example: compression, direction, momentum, etc
these aspects will be apart of the upgrade system
now lets say you have fire (base) just a base spell that allows you to make a fire terrain under you, what you would do with that fire would be use a compression let's say (these aspects being dropped by enemies) the fire would go from fire to explosion. then let's say after that you add momentum, the spell then would be lava shot basically firing a like of raw fire damage and stacks straight through all enemies (would be effected by achored enemies).
so giving a list of how it could work (you can name them whatever you want i was just using these names since there cool)
fire+compression=fire explosion
fire+compression+momentum=lava shot
fire+compression+direction=lava surge or lava rain(depends if they choose up or down)
fire+compression+direction+momentum=AP shot
fire+direction=lava snowball
fire+momentum= lava wave
fire+momentum+direction=lava boulder
(etc depending on how many aspects you are planning to add and how many variations)
this system isn't meant to overhaul your whole system if you don't want to add the whole idea you would just do it with the already made spells like
example: Lighting storm+compression=lighting burst
this could make some cards exclusive to upgrade instead of making it unlockable through battle
this would leave so much experimenting different build you could make specifically tuned to yourself and how you like to play
So, my thought for this game is that he's a lost species. due to this he is basically the only slime left. he is trying to recover his species and will do anything possible to make that happen. so what he does is he leaves the last of his offspring to travel and find a food source, well here's the twist. he finds a food source but if someone were to eat it they should live forever, but their would be advantages and disadvantages received. then there would be different types of this food source you would feed to your offspring giving them different attributes depending on what you feed them. then once you start a new run you will play as your offspring and the cycle continues
I really need to stop I'm going to break you at this point (even if you don't have a solid body)
This game is uniquely great! I love what you got going here.
The card battling is the obvious pull towards the game, but I'm liking all the extras that come with THIS card battler.
With that said, things that would make the game even better for me or even further creative(feel free to use any of them) :) :
-end goal: unsure if I actually skipped over some beginning info, but played 5 "runs" now and don't know how far I've actually gotten to reaching the "final boss" or "finish line" (obviously died in each of the runs so far)
-interactive traps: would love to see "interact with object to trigger trap"
~ rotate a gear in background and it activates a spike trap
~ throw a switch and it activates an electrical conduit that can then jump across water tiles
-strategic ceiling/background "yank-ables":
~cave: drop a stalactite on your enemies by yanking it out of the ceiling, disturb bats to confuse your foes to miss attacks, have a background coal cart hazard where you can redirect the tracks to hit your enemies
~swamp: disturb a hanging beehive and make your enemies feet swell up and unable to move
~molten:break a background cracked volcano to leak lava flooring on the level, traveling background water-carrying peasant/worker can cause to drop their water supply and douse a fire enemy so they can't use fire attacks
~castle:throw a switch to drop a background drawbridge on your enemies or switch to open a delayed pitfall insta-death for one turn
-incentive for growth: have a "play this card 20 times and it starts each run in the upgraded form" or "beat this particular enemy 15 times and you start with a buff or insta-throw a free/0-cost dagger against them when starting the battle"
-further incentive for growth for harder accomplishments: "beat the cave map 20 times and choose a permanent upgrade for a pet" or max out your summon upgrade in a run and get a permanent starting summon cap boost
-4th wall breaks: have some of the fully upgraded cards bring a human hand in or have the hand be blue and make it like the slime king is messing with the scene:
~ "push/pull card could level up where the "human hand" comes in and glues the stick of the enemy to the scenery where they can't move.
~maxed out "super shield" card could bring in a hand with an eraser and erase the enemies weapon (can't attack for two turns as enemy literally pulls out a pencil and redraws weapon)
~max "flame" card could disintegrate an enemies stick with lit match(other enemy has to waste turn to help put new stick on
this game overall reminds me of paper mario in a way and love the possibilities that it can hold with this type of aesthetic with the interactivity.
Thank you for making this. Looking great!
First of all let me start by saying the game graphics is so nice and relaxing on the eyes i dont mind loosing myself in the game.
My first complaint is pets :
I found that a using Familiar that prevent shield from expiering is too strong.
once you upgrade it to have 100% uptime with the right deck you cant loose.
For example : (sorry game not turned on so i dont know cards names)
example of a deck i used to win few times without any problem :
Start with standard deck as it has most shields in it.
Familiar : shield carry over to next turn
I've used 4 pets : 3 from upgrading the slots and 1 from extra familiar card.
I've used 2 shield and 2 acid pets.
I've added 3 Max level +deff on discard cards (3 extra deff when discarded i think its too much)
I've added 2 life drain (1 mana for life drain that effected by str?! this is too OP)
I've added 2 Large shields (10 shield +1 str for 2 mana might need extra balance)
I've added 2 +3 deff for 2 mana cards to the deck. (again deff is little too easy to get)
I think its imposible to loose games like that,
after few rounds you basicly dont care how much shield you get from pet/card as you have 20-30 deff points.
That means with 2 shield pets you have 50-70 shield per turn.
Acid pet put 8 acid stacks on enemy. with 2 you put 16 per turn.
All you have to do is just wait untill pets kill every thing.
If you got hit with damage at the begining of the battle you just heal it all with life drain or have +5HP on discard card.
you end every battle with 200-500 shield left and you dont care about acid/fire/bombs anytihg you just tank it all. thats just stupid. and i see no point in any other card in the game. you want the deck lean so you can just ramp up your deff points.
by my observation (didnt played at all with fire deck) but acid is superior to fire. first of all it applies at the start of combat so you eventually gain 1 turn without damage from enemy as he dies before playing.
Second of all acid has interactions with healing/double stacks etc...
Game in General :
* Would like to have some kind of key binding for end turn.
* Would like to see some hidden treasures around maps.
* Maps where enemy just run away are pointless. just waist of time, the next map you enter you just have 2 packs of enemies instead of 1 very large pack.
* You get too much gold during a run, i was able to delete all cards from deck, upgrade all cards i wanted and have enough to buy 3 pets 4 mana and 80 life.
There should be some balance and decision making at what you need to invest and priorities.
WHAT I'D LIKE TO SEE NEXT :
* more decks
* balance to gold/cards
* boss's with special power (like shield break, shield thieves, transfer their acid/fire stack to you, some evasion or imunity to elements, stun.
* none enemy NPC along the way
* Full map icon always on screen. when you enter a shop/big battle you need to know how long until you finish an area,next shop,boss room etc...
* Daily missions with ladder : for example complete the game with basic deck or complete the game under 30 min or complete the game using acid/fire deck.
This will help with play retention as well other then just add difficulty to game
*maybe items that drop during the run that you can pickup. they should have positive + negative effects this way you think twice if you want them or they should cost gold in shop and you need to decide if you want them or upgrade/new card/delete a card.
* unlock cards as you play the game. some sort of progression as the game has none right now.
Obviously I know it's difficult to balance that kind of thing, and the more I play the more I'm realising having four mana *would* be a little overpowered from the start, but I just think some other permanent upgrades (more starting cards per deck, more health, heck maybe even faster movement speed or more cards being upgraded versions of themselves) would help add a little more reason to keep coming back, and would also make it less frustrating to lose a run that's been going for a while.
Sorry if this has been suggested for! Either way, I'm excited to see where this game will go :)