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I Love The Booster Pack, The Relics, Only Complaint Is That This Page Hasn't Been Updated To Show The Amazing Cards! Anyway A New Complaint Is That Telekenetic Pulse Is Op
It seems to say every 6th card draws 1 card, and the next card is free. *The* 6th card does indeed draw 1 card, and the next card i play is free. But as the counter ticks up to 12l, 18, 24... Nothing happens =/
Could be a bug on my end, but i only have Downfall, Aspiration, and a few QoL/interface mods enabled. I might give it another at some point without other mods, but i figured it was worth reporting.
The positive things:
1- I really like the art and the concept of the character, is cool and love he has standing still animation.
2- The art of the cards is awesome aswell, I think this is an important aspect for those hwo are tired of recolored vanilla skins.
3- Spanish localization. Thank you, really apreciate this.
However, as the negative thing, I can not find his mechanics interesting sadly. I have only played a couple runs but the character never felt powerful to me, not saying op, just strong like any base character can feel at some point. Idk, probably didnt get the right cards or relics and I don´t completely understand his strengths but did not look very fun to me.
Just my feedback.
What I'm understanding is that it's only enabled to play if you use it to finish a chain? Whenever I start a chain, I can't play that card for whatever reason. What am I missing?
Excellent mod and lots of fun to play. Thanks for all the hard work.
That last QOL tweak is actually a good idea though, we'll keep it in mind and probably make that change. Thanks!
https://steamcommunity.com/sharedfiles/filedetails/?id=2936226414
You might wanna reconsider if you really want relentless movements and onslaught to go nearly infinite.
Also, most of the time I'd rather draw 1 fewer card than discard a swirl that's generated when your turn starts. I can't remember if creative ai procs before you auto-draw but imo it'd be a nice qol tweak.
1) As a time-saving measure, since drawing full color cards at the level of the base game artworks would definitely have been possible for me, but would have increased my workload tremendously, and in the end I still spent hundreds of hours on all of them combined (not to mention the other art like the comic for beating the heart xD)
2) As a design decision to help new players figure out what cards belong to which archetype early on. We received a lot of positive feedback for this from our community, so we think we made the right decision on that, however I will concede that it might appear confusing when the starter deck also shares some of these color schemes. In practice, since its the starter deck, I don't think people run into that issue much because they get used to it quickly
Thanks for the feedback :)
2: Using color in the image instead of having a general hue to the whole image would have a significant impact. The art is really, really great in these cards, but when Step Back and Battlement look like basically the same image it both takes away from the art and makes it difficult to play the game at the same time. I think even using localized color would help this, if nothing else.
Hope that helps, and look forward to seeing where this character goes!
We're currently gathering QOL fixes to push out into a small balance/fixes patch that comes out soon, so if you have any more, you can also directly message us on our discord server (link in discussions)!
Also, I can't remember the name of the card, but one card had momentum, with the tooltip stating what you get after 3 of them - but not the preview card of what you would get. Left me confused the first time I encountered it (because it, by chance, was the first momentum card I saw)