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Just wanna ask, when would 0.0.9 be public

Usually when the next version is ready for the patreons the old one becomes public. The next version is currently taking a bit longer than expected.

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Great game, personally I am a sucker for "Slay the Spire"-like gamers and the implementation is really good, can't wait to see how the game will develop.

Little feedback:

  1. Because there are no settings, so you are always forced to play in full screen mode all the time.
  2. When you come back to the map after a fight, you are always at the start and this makes it a bit annoying to scroll to the current position repeatedly (especially towards the end)
  3. The support for Android is not really optimized and everything is displayed quite small (otherwise everything works quite well and I really liked that you have to click on the map before you can drag it to the target)
  4. Slime is definitely the strongest build. You can kill anything with poison, and by stacking healing and max hp+ you can easily come out of a run with more hp than you go in with. (This is where a buff that does not affect the player, such as more damage to enemies, would be nice so you cannot get around it so easily.)

But overall great work and i will definitely support the game as soon as i can afford it <3

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Thank you for the Feedback!
Here some answers:
1. I'm a self taught developer and haven't really looked into Screen size settings yet. Same goes for nr. 3. regarding android displaying :/ Maybe one day I will find time to optimize this. 2. It annoys me too but I always forget to fix it. Hopefully sooner than later ;) 4. Some say slime, some say STR,  but I say a lot will change regarding balance anyways, so I won't change too much at the current state :)
Don't worry about supporting with money, I'm happy for everyone who enjoys my game!

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I have found a minor bug. At one iteration you nerfed the healing of "Lone Wolf" by not applying the strength multiplier to healing. Working as intended. The "human" counterpart "My heart is yours" which can be bought at inn also mechanically only boosts attack but not healing, but the card description for healing still shows scaled up values with increasing strength.

The Inn-cards seem overlocked, found another one: While the monster-healing cards have a "Depletes after play" function, the inn-cards do not.

But honestly I think the difficulty is kinda over the top now, losing 50 max HP in "new game +" and restricting the use of cards that give extra max health. I mean, I told you about this exploit in the first place, but now there is no need for those "increase max health cards" anymore since the healing is nerfed so bad you rarely reach top of your health. And blocking is outclassed so easily with poison or overpowering strength. Only viable build now are lots of free cards like ambush + lone wolf to keep at least a little repeatable healing.

But I have to say I like the new boss with that special ability.

(+1)

Thanks for thee feedback on the missed card updates and the boss!
You can still use the cards once per combat, so you can go infinite but it is harder. The keep playing function is a placeholder anyway so I don't intend to balance it ;) Other balancing will happen as well and I hope to make most people happy at the end!

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

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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.

(1 edit) (+1)(-4)

"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.

(+3)(-2)

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 ;)

(+4)(-2)

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.

(+3)

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 

(+2)

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)

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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

(+1)(-1)

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.

(+1)

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

(+16)(-6)

Atleast put in the description you are using ai art. 

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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.

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Yes, a lot will change until the end :) I'm focusing on the technical part first and finetune the graphics later.

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keep at it! lookin good for first steps.

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Thanks!

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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

(+1)(-2)

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.

(+15)(-1)

AI Art lol

(+2)(-12)

I'm still working on a lot of technical things, there will be improvements made to the art, no worries.

(+2)

mac version doesn't seem to work

(+2)(-2)

thank you for the feedback. I don't have a mac to test and just exported from unity a mac version...

(+3)(-9)

I loved the game premise and the art!
Good work! 👏👏👏 I'd like to play more in future updates

(+2)(-2)

Thank you 💖

(1 edit) (+3)

He didn't make the art. It's procedurally generated art theft.

Viewing most recent comments 26 to 45 of 45 · Previous page · First page