Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 16 of 107 · Next page · Last page
(+1)(-1)

can you make a mobile version I’m good things about this game but can’t play because I only have mobile 

There is an Android Version, just download the apk and run it :)

There is no iPhone version, but that's Apples fault.

(+1)

Poison is officially broken lol, Managed "2336" Poison on enemy start xD

Not a huge achievement on Page but am in the making on peasant, and let me tell you, it's difficult lol. It's a very fun game I love every aspect, keep up the good work!

have Chinese?

No, only english for now.

There is no way to go back to the title menu in-game outside of either dying or restarting the app. Once you click Play in the title menu, you are also unable to go back to title menu. I'd suggest adding "title menu"  to the game menu and make Escape open that menu in most scenes.

The analytics agreement however, is shown every. single. time. Please save the selection.

It'd be cool to keep seeing default card types. For that matter, it'd be cool if the Shop rewards were weighted by respective deck percentages, or randomized, or based on current transformation, and for basic attack/shield to be obtainable (these have ? value). Also, normal cards are mostly weaker versions of other types, but there is no incentive to pick them. ie story, unlocks, achievements, special bonus? I mean, you don't even stay male with 100% default type.

The statuses on enemies is sometimes easy to miss, particularly with taller enemies and thorns blending into certain models. You should put it directly under the health bar, where the eyes are already looking to calculate hp/dmg.

Drag and Drop could be a bit bigger to make using cards on enemies easier. There is also a defense/utility card that requires you to drag to yourself (when other such cards don't). 

Offensive cards should be able to drop anywhere (like block cards) if there is only 1 enemy.

Opening your deck, or clicking too fast, can cause the Shopto duplicated remaining options, allowing for 2 uses of each. This may be an endless shop issue specifically, calling the previous shop version by mistake.

(+1)

Hey there...

Yeah I encountered some bugs, when adding a simple back to menu button and I didn't have time to fix them all. It will be there at one point.

The analytics window works also as small buffer, to load in saves and data. Removing it with saving the selection is currently not a good idea.

I like the shop how it is. It is random but there are not enough cards to see a huge difference. No I don't want it be tailored to your current corruption. If you get your perfect deck every run, there is no fun in the game and achieving some good decks.

In the latest patch I tried to improve the visibility for status effects (patreon version currently), it is a work in progress.

If you can name the card that only buffs the ally and needs a target, I'll fix it, it is obviously not intended to be like this.

I don't feel like dropping a card anywhere for an attack is needed or an improvement. It's just laziness and a minus on immersion. 

I will look into the shop bug, you are the first reporting this. If I can reproduce it, I'll fix it.

Generally I thank people for constructive criticism or valuable feedback. But because you wrote very demanding and rather aggressive, I have to tell you, that you are free to make your own game, if you are not happy with how the game is. I'm a solo developer with limited time, the game is still in development, I prioritize what I think is the best and rather have a playable game, that is finished at some point instead of the perfect Menu, where the player is "spared" to click 1 button too much when he starts the game ;)

(-1)

"I can take criticism."
"You're hostile, go make your own game."
That was very much not taking constructive criticism well. You don't have to agree, but polish is much more important to users than to devs. Good luck with your game and overly defensive reception of feedback.

the game slowly becomes good
here are my findings so far
1. some relics are more hindering for the worth you get, specifically no gold or no heal. if get that the game is over.

2. the slightly harder mode is a little too hard at least for me, out of 10 rounds 2 of them i get to the first boss.

3. the cards at the beginning will not be available after the 3 boss fight, it would be good that the cards will be randomized at the shop after you clear 1 stage so that you are in stage 3 the stage one cards are still available.

1. those relics give a strong upside with 1 more mana, and you only play 1 more stage until the game is finished (after 3 stages officially)

2. The game and the modes are not fully balanced yet, but thanks for your feedback.

3. Yeah, the endless mode is only a placeholder. I will keep some sort of endless mode in the game, where I could change that. But stage 1 cards are usually weaker, or what do you miss from there?

Love the game but I am not really into transformation. Any chance that you make that part optional? Because otherwise, this is a really great game.

Thanks for the feedback. This is the main theme of the game and story. I could make a checkmark in the options, so you stay male during fights, but the story and events would not change. So I don't see a good way to make it optional

(+1)

这都有些什么语言

(-3)

Great Game, really enjoying it!

Played this game a while back and it is getting better.

Really enjoy the AI drawing. What AI generator/website do you use for the art?

(-2)

Thanks
It's local stable diffusion with a custom model

Where do i use the cheat code?

Are you a patreon? It's only for patreon/subcribe star supporter...

Dam

Hi, I wanted to ask if adding the option of disabling the camera shake could be added to the menu. I overall like most of the new visual effects, but the camera shaking upon impact makes me dizzy to the point of not being able to enjoy the game.


Thanks and great job on the game :)

Thanks for the feedback, I will look into it if it is possible add it to the options easily!

(+2)

Excellent game. There are lots of games obviously inspired by StS, and this is better than most I've played. The art is a little generic (AI I assume) but nice enough. 

A couple of minor points - I did find the status markers (poison, strength etc) a bit hard to read. The symbols are very small and can get a bit lost in the character art. The numbers also tend to disappear into the background in snowy scenes.  I 'd also like to see larger text generally, the tooltips are in a very small font. 

Overall this is very good. The basic mechanics are not especially original, but are fairly well balanced and implemented. A solid, fun deckbuilder that I can see myself playing a good deal of. 

Thanks for the feedback :)

I agree, that the tooltips and status/intentions are not perfect yet, I will improve them at some point!

Happy you like it!

(+2)

Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.

That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.

But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.

Just keep doing what you are doing, you clearly know what you're good at.

Thank you for your kind words <3

The tooltip on enemy intention info is on my to do list :)

(+1)

Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.

Game's really fun already, though a few balancing issues to be had. 

Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.

Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...

The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.

Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.

Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.

You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights. 

Hello

Glad you like the game!

I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.

I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.

I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.

There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.

There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only  a time issue, I would love to have more events ;)

Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)

Thanks for the detailed feedback!
B. 

Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.

Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game. 

An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.

A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game. 

Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!

If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.

As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.

I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while! 

OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!

For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.

I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)

The Exit button should not remove any progress, so I don't quite know what you mean.

When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1. 

Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game.  I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.

Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.

Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around.
When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.

(+1)

There seems to be an issue with the beowser version.  I don't have the keyboard pull up to enter a name on Android

(+1)(-1)

Hey there,
The browser Version is not made for Android. You can use it on your PC or download the apk for android

It's a very difficult game

(+1)

Hey, sorry if it is a bit on the harder side. You can set the difficulty to easier (than the default) in the beginning where you enter a name :)

Is there a way to be perma wolf girl after transformation for the run

no, you are forced to be transformed differently at the end of stage 2 again.

Viewing most recent comments 1 to 16 of 107 · Next page · Last page