Is there a way to determine or control what kind of transformations happen? It seems rather arbitrary. Sometimes I seem to transform based on what I was fighting previously, sometimes it's completely unrelated. I thought at first that it might have to do with the ratio of what kind of cards are in your deck but that doesn't seem to affect it.
It is the cards you take. the most cards you have in the deck from a set (min. 2) determines the transformation (starting cards don't count). if it is the same (2 beast, 2 slime) it is random or the newest, I don't remember ;)
The continue is great. It's fairly exploitable with the "raise max health" cards, 'though. But so I got the chance to deliberately tackle the oni fields, which I usually completely avoid.
Would be nice to have some rng variation in the cards you can buy in the shop.
And maybe a new card set? Maybe elemental magic? Or aquatic themed?
A real pity. It's almost impossible to win with this combat system. (I've made it to the final boss three times, and I've won one of them. After many attempts.) Thanks the answer.
You should add something meaningful to win, not just a "You win" sign. This is disappointing.
There is one hit-and-run opponent you might want to review. You can't attack back at her, but if you beat the others on the field, she'll keep attacking.
Well, It is possible to beat, so it is a matter of perspective.
also saying, "you should" do this and that as ending, on a free game in development is redundant. This won't be the end of the game, so creating an ending makes no sense.
Feel free to wait until the game is finished and got the final balance ;)
As someone who has been here since version 0.0.1 the game has changed quite a bit, expecting an indie game on version 0.0.6 to have a fully fleshed out game end when it still hasn't had other parts completed is just insane. To me it sounds like you just want to complain to complain. The only version of this I wasn't able to beat was version 0.0.3 and that was just because of my own lack in skill.
Interesting, too bad there is only one "room" for now, and you really need to have low ennemy counts from the get go to have a decent chance at winning.
i see future update has feature to keep deck over repeat, but perhaps make it a "only get to keep x ammount of cards over the next playthrough" would be better and more enticing than keeping the whole deck.
I like the transformation tid bit. Even if a bit limited, i love the wolf deck, specially for its no cost cards. So unfortunately i'll be getting more wolf transformations. Perhaps making it dependent to the ennemy you're facing at the moment of dmg is better?
Nice, although I kinda liked the UI in 0.0.4 a bit better. But I can get acquired to it. But gameplay wise I think either healing or blocking needs a buff. The whole game grows or falls with your first three encounters. If you don't have functional healing by then, you can effectively drop it. RNG is mighty, an early shop is useless with no income, an encounter can be a single 50hp wolf or 250hp madness. It's odd when first encounters are more difficult than second to last.
I have one single balancing request that might help anyone: make the healing of "Lone Wolf: Deal 3 damage, heal 3 HP" scale with strength as well. Does not need to affect the other healing cards, but this alone should help.
I tried several times to block and heal back up before turning ogre route, but it's really hard if rng is not particular nice to you.
Also: some nice image as trophy for beating the last boss would be nice, rn it is visually more attractive to lose...
You have a great project here, I really enjoyed plaing so far.
I have managed to beat the game however it does seem to be quite unbalanced with enemies having a major advantage. While most of what I would suggest seems to been addressed in the patreon 0.0.7 version, I think block needs to be buffed in some manner as enemy strength scaling quickly makes it useless It could scale with your strength or have a separate buff maybe, healing cards are a necessity currently which is fine however the shop healing needs to be increased
The game feels a bit (very) difficult. Multiple enemies in the same encounter that scale strength whittle down all my health, only for poison enemies to kill me after. Maybe make less enemies boost strength or do it in smaller amounts or less frequently? Please?
The amount of enemies is random for now. In the next version I made some difficulty adjustments. V0.0.6 is on the harder side, sorry (but not impossible)
Has anyone ever beat this since they removed the heal scaling with strength? It feels like it is impossible to gain any health anymore and the later bosses have so much health you are not going to kill them before they kill you. Farthest I have ever got was just before the final fight
Thank you for playing my game :) Here some basic strategy to win: Conserve your health with blocks and stack STR or Poison before going offensive. Healing is mostly used to counter enemy poison (that can't be blocked). There will be more strategies/changes once I implement a store and other means of getting health back in events.
For Patreons I also uploaded 2 playthroughs with different tactics.
I think have cards that heal and damage scale off of damage would be a good idea, because enemies can hit extremely hard and then heal 2-5x the healing/shield I have
In version 0.0.1 it had a card that did that but it seems the dev removed or changed how the card worked in 0.0.3 making it deal flat healing rather than scaling healing
One detail that I think that will make the overall character much better is to make them to scale, as in height of all characters and no one's head is twice bigger then other's.
Good morning, afternoon or night, I'm RogerGC, a novice english to spanish translator, I worked on Silly Wisher (Android/Ios app) translation and I am interested on join to your project, if u are interested and need more information please dm me on Discord - - > RogerGC#6682
Thank you for your interest, but at the current stage I'm not interested for translation. It would be more work for me, which I can't afford. I also don't have a budget. I'll keep you in mind for the future.
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Is there a way to determine or control what kind of transformations happen? It seems rather arbitrary. Sometimes I seem to transform based on what I was fighting previously, sometimes it's completely unrelated. I thought at first that it might have to do with the ratio of what kind of cards are in your deck but that doesn't seem to affect it.
It is the cards you take. the most cards you have in the deck from a set (min. 2) determines the transformation (starting cards don't count). if it is the same (2 beast, 2 slime) it is random or the newest, I don't remember ;)
The continue is great. It's fairly exploitable with the "raise max health" cards, 'though. But so I got the chance to deliberately tackle the oni fields, which I usually completely avoid.
Would be nice to have some rng variation in the cards you can buy in the shop.
And maybe a new card set? Maybe elemental magic? Or aquatic themed?
Keep it up, it's really fun.
Thanks! New sets are of course in the work :)
There might be more Rng in the game after I create more cards.
Is there a cheat code for this?
no
A real pity. It's almost impossible to win with this combat system. (I've made it to the final boss three times, and I've won one of them. After many attempts.) Thanks the answer.
The current public Version V0.0.6 is a bit too hard. With the coming updates difficulty adjustments are being made.
"A bit too hard" ;) laugh
You should add something meaningful to win, not just a "You win" sign. This is disappointing.
There is one hit-and-run opponent you might want to review. You can't attack back at her, but if you beat the others on the field, she'll keep attacking.
Good luck for the future.
Well, It is possible to beat, so it is a matter of perspective.
also saying, "you should" do this and that as ending, on a free game in development is redundant. This won't be the end of the game, so creating an ending makes no sense.
Feel free to wait until the game is finished and got the final balance ;)
As someone who has been here since version 0.0.1 the game has changed quite a bit, expecting an indie game on version 0.0.6 to have a fully fleshed out game end when it still hasn't had other parts completed is just insane. To me it sounds like you just want to complain to complain. The only version of this I wasn't able to beat was version 0.0.3 and that was just because of my own lack in skill.
Interesting, too bad there is only one "room" for now, and you really need to have low ennemy counts from the get go to have a decent chance at winning.
i see future update has feature to keep deck over repeat, but perhaps make it a "only get to keep x ammount of cards over the next playthrough" would be better and more enticing than keeping the whole deck.
I like the transformation tid bit. Even if a bit limited, i love the wolf deck, specially for its no cost cards. So unfortunately i'll be getting more wolf transformations. Perhaps making it dependent to the ennemy you're facing at the moment of dmg is better?
Nice, although I kinda liked the UI in 0.0.4 a bit better. But I can get acquired to it. But gameplay wise I think either healing or blocking needs a buff. The whole game grows or falls with your first three encounters. If you don't have functional healing by then, you can effectively drop it. RNG is mighty, an early shop is useless with no income, an encounter can be a single 50hp wolf or 250hp madness. It's odd when first encounters are more difficult than second to last.
I have one single balancing request that might help anyone: make the healing of "Lone Wolf: Deal 3 damage, heal 3 HP" scale with strength as well. Does not need to affect the other healing cards, but this alone should help.
I tried several times to block and heal back up before turning ogre route, but it's really hard if rng is not particular nice to you.
Also: some nice image as trophy for beating the last boss would be nice, rn it is visually more attractive to lose...
You have a great project here, I really enjoyed plaing so far.
I have managed to beat the game however it does seem to be quite unbalanced with enemies having a major advantage. While most of what I would suggest seems to been addressed in the patreon 0.0.7 version, I think block needs to be buffed in some manner as enemy strength scaling quickly makes it useless It could scale with your strength or have a separate buff maybe, healing cards are a necessity currently which is fine however the shop healing needs to be increased
The game feels a bit (very) difficult. Multiple enemies in the same encounter that scale strength whittle down all my health, only for poison enemies to kill me after. Maybe make less enemies boost strength or do it in smaller amounts or less frequently? Please?
The amount of enemies is random for now. In the next version I made some difficulty adjustments. V0.0.6 is on the harder side, sorry (but not impossible)
Has anyone ever beat this since they removed the heal scaling with strength? It feels like it is impossible to gain any health anymore and the later bosses have so much health you are not going to kill them before they kill you. Farthest I have ever got was just before the final fight
Hi,
Thank you for playing my game :) Here some basic strategy to win: Conserve your health with blocks and stack STR or Poison before going offensive. Healing is mostly used to counter enemy poison (that can't be blocked). There will be more strategies/changes once I implement a store and other means of getting health back in events.
For Patreons I also uploaded 2 playthroughs with different tactics.
I think have cards that heal and damage scale off of damage would be a good idea, because enemies can hit extremely hard and then heal 2-5x the healing/shield I have
In version 0.0.1 it had a card that did that but it seems the dev removed or changed how the card worked in 0.0.3 making it deal flat healing rather than scaling healing
Atleast put in the description you are using ai art.
Amazing graphic and game play design!
One detail that I think that will make the overall character much better is to make them to scale, as in height of all characters and no one's head is twice bigger then other's.
Yes, a lot will change until the end :) I'm focusing on the technical part first and finetune the graphics later.
keep at it! lookin good for first steps.
Thanks!
Good morning, afternoon or night, I'm RogerGC, a novice english to spanish translator, I worked on Silly Wisher (Android/Ios app) translation and I am interested on join to your project, if u are interested and need more information please dm me on Discord - - > RogerGC#6682
Thank you for your interest, but at the current stage I'm not interested for translation. It would be more work for me, which I can't afford. I also don't have a budget. I'll keep you in mind for the future.
AI Art lol
I'm still working on a lot of technical things, there will be improvements made to the art, no worries.
mac version doesn't seem to work
thank you for the feedback. I don't have a mac to test and just exported from unity a mac version...
I loved the game premise and the art!
Good work! 👏👏👏 I'd like to play more in future updates
Thank you 💖
He didn't make the art. It's procedurally generated art theft.