Thanks, your perspective is indeed quite unique, as promised :)
>the tutorial needs some work.
>allow players to skip it all and get to the game
I have tried this, but every time I make tutorial optional some new players miss important concepts like status effects.
>why I'm playing a old game
I did use words like 'minimalist graphics' in game description before, but 'condensed' it all down to just saying 'traditional' in current description. This is indeed a game for more advanced players who do not care much about graphics, and focus more on strategy / gameplay. I actually compared this game to ASCII-graphics roguelikes.
>with a modern take ... zombie have a smartphone
Interesting idea, but I'll pass. I'd rather keep 'simple/classic fantasy' theme with some easter eggs here and there, but not too much goofiness
>consider showing the cards you will draw.
>If there is, consider making it far far more common.
There is indeed such a mechanics, called 'clairvoyance'. It is rare (as usual for deckbuilders). I will consider making more cards/items for it.
>it looks like luck and skill will be needed to win. Why does this game need luck?
That's very original take on roguelikes in general, and especially deckbuilders.
I concur that 'luck-less' (i.e. completely deterministic) roguelike/deck-builder game is very fascinating concept, but it needs a LOT of brainstorming to make it viable. From hundreds of games in this genre, I can not remember a single one without randomness built into the core.
Thanks for this idea, maybe someday I will invent a way to make such a game.
>the game could have a basic optional story
Yeah, I intentionally omitted story / lore to focus on gameplay, but maybe you are right. I will add some more flavor texts at least.
Your post was thought-provoking, thanks again.