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(1 edit) (+1)

I played the game for around 90 minutes. First game-over was at the first level boss (the ship with doom cannon). I feel cheated as I could not repair my ships fully before entering the battle due to not having enough credit. On the second try with full-health, I could beat it normally. Perhaps there should be an option for partial repair option for players without enough credit. 

1. Is the game generally fun?

It's quite enjoyable. There are satisfactions  in aiming perfectly at an enemy using the double/triple attack and also the sniper's ability. 
The plot of the story is somewhat intriguing, but the pacing and characters are a bit lacking.

2. What cards seemed the most appealing to play?

I tend to use triple attack and shotgun a lot. When it's ready, I also use blast-gun as it's fun to deal massive damage in a surrounding blast.

3. Which cards seemed pointless for your experience?

The heal card seems to be underwhelming since it only heals a tiny bit (1 or 2 HP). I tend to only want to use them while my health is 60% or less. So when I need healing, usually it's too late and the enemy just destroyed my ship on the next turn.

4. How difficult is the game?

It is difficult. The enemy has perfect aim while players don't, so the difficulty is already tipping toward punishing from the start of the game. And the friendly-fire also makes it difficult. Once, I thought I could shoot pass ally ship using triple shot, but I accidentally destroyed my ally.

Also, I wish there is a way to undo move before using ability. 

5. How engaging is the story? At what point were you hooked(if at all)? 

Although I did not get hooked yet, I feel that the plot is somewhat intriguing. I do want to find out what the enemy's motivation is.
The scene at the start of second level is beautiful. And the theme of space opera is quite good. I feel the first level with 3 battles can be cut shorter. Showing players the second level earlier would help with pacing.
Characters and the conversations are still very generic at this point. There's some potential there so I think you could work on it more.

6. Did you complete the game? If not what was the major reason?

Unfortunately no, I couldn't get pass the second level boss (the one with red shield). 

7. Does the game feel replayable? Or more of a one and done experience?

I feel at the current state, it's more of a one-and-done experience. There is not enough customization or variety for me to replay. I only played up to level 2, so maybe I haven't seen all that the game has to offer.
Here is how I played the game: 
Players have 3 characters to control. Two has good aim as the pointer move quite slow, so I command them as main attackers. While the other one I generally keep her back in line for healing/support. At this point, I don't see any other viable strategy, nor do I fantasize about having different customization.

I am quite surprised that you consider the game in prototype phase, since it feels very polished! I didn't encounter any bugs and all the interactions/animations are very smooth. Are you still looking for the hook of the game before exiting prototype? If so, I would suggest to work on the story and make it more tight. Especially, the first 3 battles in level 1 could probably be reduced a bit since there's nothing interesting going on before reaching the planet. Just my two cents.

Thank you for making this project, this is a very good work and I hope you continue working on the game and bring it to its fullest potential.

(+1)

Thank you for trying the game out for 90 minutes! Really means a lot.

Partial repair is a good idea and I’ve toyed with the idea before. 🤔 The thing is coins are too ample right now so I’ve kept it on the back burner.

I will definitely try to improve the story pacing. The dialogues are still the first draft and I fully intend to redo them 2-3 times atleast and then polish.

I will buff the heal card next patch. I’ve tried to keep the cards that require no aiming a bit expensive.

Since you asked about enemy aim, it’s not 100 percent accurate, they miss around 70-80 percent of the time, this of course increases the further you are.

I will try to add some undo’s at some steps. 🤔

You mentioned there is not enough customisation. Can I ask if the quantity of cards feels inadequate? And that more variety of cards would be welcome?

The phase I’m calling the game is “fancy prototype”. It’s definitely not a demo because some things still seem to be missing. And not a vertical slice since I’ve still trying to figure some stuff out. I’m glad it feels more polished now!

I would also love to know the ability build you used!

Thank you again for playtesting, I genuinely appreciate it. You game looks quite interesting, I’ll try it out by tomorrow!

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The enemies can miss?? Hahaha, I must have a very bad luck then. 

What I meant by customization is having more viable strategies to choose. To take examples from JRPG games, it's usually having the following contents:

(a) more characters, 

(b) more jobs/classes/character progressions, 

(c) Multiple equipments for said characters

There must be several sets of customizations/combinations that are viable to beat to progress the game. (For example if we look at Pokemon games, the viable combinations of team is quite huge that players can replay the game fantasizing new team to beat the game). But Keep in mind that I think this kind of content addition should only be done later in productions, at least after the main hook and the core gameplay is set. 

Personally, I usually look into customization more when I get stuck at a point which forces me to rethink my strategies; or after I've beaten the game.

For Anachronium.... I am not sure more cards is welcome, yet. At least that's how I feel. I am at the beginner skill level where I think my strategy is viable, but just bad at aiming and positioning. If I could aim better and hit more targets, I think I can further progress the game. 

Instead of having more cards, I would look into having variety of ships to choose from. They would have different move distance (maybe one ship can teleport?), varying aim stability, HP, energy Regen, or HP Regen, special abilities, etc etc.

Here's what I had for the card setup

Oyster: triple shot, and other damaging cards, 1 heal

Valkyrie: 2 heals and Saul Kay, and 1 shotgun (the ship with the bad aim, so assign it as the healer/support)

The other ship (was it Morning Star/Glory? The guy holding a flail): sniper shot, blast-shot, double sho

Is it bad?

I am quite reluctant to use the newer cards because they need more amounts of Energy Points and I tend to save them. Perhaps making new cards cheaper to encourage trying them out? Or having some kind of chance to re-assign cards during battle? Just thinking out loud here.

It's definitely at least a vertical slice. May I know how many hours have you poured into the project? 

To be honest, Anachronium at this state has the quality of polish that I'm already willing to pay for anywhere under 3 bucks! Although it will probably have a mixed review, you can make it into a special game once you've worked out the hook.

I am very interested on how you'll shape it to be a great game!