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(+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!

(2 edits)

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!