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Celestial Scaling: CCG

Size is the combat axis. Pick a heroine, duel the CPU, grow (or crush) your way to victory. 路 By FlourishTales

Bugs & Suggestions Sticky

A topic by FlourishTales created 39 days ago Views: 423 Replies: 21
Viewing posts 1 to 8
Developer

If you encounter a bug while playing, or have an idea or suggestion for the game, feel free to let me know!

馃悰 Found a bug?

Please use this thread to report bugs and other issues you encounter.

If possible, include:

  • What happened
  • What you were doing when it happened
  • How to reproduce it, if you know
  • Any other details that might help me track it down
  • If you鈥檙e still in the session, please export the logs!

馃挕 Have a suggestion?

For ideas, improvements, or things you'd like to see in the game, feel free to speak up.

I can't promise that every suggestion will make it into the game, but I'll definitely read everything and keep an eye on the feedback.

Thanks for helping me improve the game, and thanks for taking the time to report things or share your ideas! 鉂わ笍

Not really sure on how it happens,but at times during battle I get a full black screen with the text battle not found,so far it has only happened when andromeda was involved on either side

Developer

Thanks a lot, I will investigate ASAP!

Seems to happen the most when the card that removes status effects on you Is played,but also happens other times

Developer

I think I found the root cause, and (at least in one instance) I was able to consistently reproduce it. And you spotted it: Cleansing seems to be the main culprit. Fix in progress. I hope to drop a patch today. Thanks a lot 鉂わ笍!

Yer welcome!

What was the issue?

Developer

Me skipping proper tests 馃槄.

Short version: the game logic was actually doing the right thing, but I forgot to update the FSM for this particular choice. The UI didn't know what to do with it, crashed while refreshing the battle view, and made it look like the battle had disappeared 馃ゲ.

Not sure if it is a bug, perhaps more of an oversight? I am currently playing as Andromeda, and I managed to anchor all my attack cards, so I ended up only having access to defensive cards, I ended up growing so large (currently at 169m and growing) while my opponent can not do enough damage to even get through my shields, while I have no way to actually damage my opponent, so we're on an endless stalemate. Unless I have missed an obvious mechanic that I should've known about that was explained in the "how to play"

Developer (2 edits) (+1)

You have, unfortunately, discovered a genuine deadlock. 馃槄 

There are dark forces in motion here. First comes the math. Then, later today, comes the article about it.

For now, I have a very easy fix: if you become X times larger than your opponent, you win. Or turn cap and end in draw. Problem solved. But I鈥檓 not entirely convinced I want to do that. Not because the stalemate isn鈥檛 important - it absolutely is - but because I can already imagine someone thinking: "Wait... how big can I actually get?". 

So yes, this is an oversight. I鈥檓 going to think about whether the right solution is to eliminate the possibility entirely, or to put some kind of interesting endgame around it. 

I鈥檓 curious, though: if you were designing the escape hatch during your match, what exit condition would you have expected to see? A turn limit? A size threshold? Something else entirely?

In the meantime: congratulations on reaching 169m. You may have accidentally become the first victim of your own defensive strategy :)

Errata: I鈥檝e just realized there actually is an exit condition here: if you've anchored all your cards, can no longer draw from your library, and your graveyard is empty, you lose (the unfortunate part is that I hardcoded the AI to anchor enough cards to be able to cast its most expensive card, maybe plus 1-2 more if I remember correctly. So I鈥檇 still call this an oversight, but the underlying game does have an escape hatch!).

(2 edits)

I could have kept going forever, but in the end I reached somewhere around 2000m before deciding to anchor all my cards, which made me lose as you said.

Personally I would've liked to see any a way to do damage without cards, perhaps just dump all the anchored card energy into an attack that does low damage. 1 damage per 10 energy or something, but can be scaled up with size like any other attack.

Developer

Yeah, I think that idea is definitely worth some tinkering. 

Your call is really good. I like the idea of giving the player some kind of desperate last resort before decking out - something like a "fatality" move. Or, alternatively, the game could give you a chance to disanchor a few random cards from your reserve as a last-ditch escape. Need to think carefully about that and evaluate whether it could potentially be abused.

Either way, nice call. I think there鈥檚 probably something interesting to build around that moment rather than simply saying, "welp, you lose." 馃槄

Thanks for the feedback 鉂わ笍

Bug in discarding two or more cards softlocks the match

Developer

Uhhh… that's nasty! 馃槵 I assume you mean in the discard phase? I'll investigate immediately. Thanks for flagging this - this is gold!

My browser can't play this game embedded, can you add a downloadable version please?

Developer

A downloadable version isn't currently planned, unfortunately - and since it's an HTML5 game, downloading it wouldn't necessarily fix whatever the browser is unhappy about anyway 馃槄. 

If you tell me which browser and version you鈥檙e using, though, I鈥檇 be happy to see if I can reproduce the problem and figure out what鈥檚 going wrong ^^.

Nice game ... love to see what you have planned next

Developer

Glad you liked it! And believe me, I'd love to see what I have planned next too!

Developer

Known bugs of v. 0.1.3

  • 馃悰 A discard-cost regression was discovered while testing Apprentice Hesitation. The issue also affects other cards, causing their costs to be skipped when the hand is empty.

Discarding card with only ephemeral in hand softlocks the game.  "Cannot discard Sancruary to graveyard"

Developer

Thanks so much for flagging this! 馃檹 I really appreciate you taking the time to report it. 

I've already got this one addressed in the dev version. It was part of the same regression I'd run into previously, so hopefully it won't be around for much longer - and your report gave me another edge case to test the fix against, which was really helpful.

Thanks for bearing with me while the fix makes its way into a release, and sorry for the trouble in the meantime! 鉂わ笍

All good, thanks for fantastic game! The only balance recomendation I can give is adding at least 1 heal card for every character. I was going around testing new card added in upgrade and I could not survive long enough without it. (You can add card library later) 

UI slightly breakes once you get around 15 cards in anchor with Meissa and it becomes impossible to check what each card does. You can make that card that is chosen goes on first layer and will be visible with it effects. Cards in hand can work similarly. 

Additional problem is, I cannot really read small text under card effects. You can probably add zoom on right mouse button to make it visible. (just open big immage of the card on the side of the screen) 

I also think many people become disencoraged while learning how to play. I recomend properly explaining what ancor card does cause it got me confused for a few games. 

Overall great work, I hope my negative critique haven`t discouraged you.

Developer

I wouldn't call your critique negative at all — if anything, it's really constructive. Honestly, all your observations are spot on, and I really value this kind of feedback, especially when it comes to UI/UX, since I'm still taking baby steps in that field 馃槄.

So, first of all: I'll definitely give the overlay some more love in the next update, and the UI issues you pointed out should be fairly straightforward to tackle.

For the cards in hand, there's actually already an "inspector" mapped to the mouse wheel — it just currently works in that zone only. I'll extend the same behavior to the other zones too, except for the Stack. The Stack will have to wait a little longer, since I'm still figuring out what I want to do with it.

I'll try to get those changes into the hotfix I have planned for this week. If they're as easy to tackle as I expect, the update will land probably Thursday evening/night (CEST).

The other two are a bit trickier, mostly because I'm getting tangled up in the order in which I want to tackle things.

For healing, I want to be a bit cautious. Since you mentioned testing the latest cards, I assume you were playing with the Meissa Deck — if so, I don't think healing is necessarily the solution. I think her deck suffers from a few other design issues, and I've already gone back through some of the Ebony cards and reworked them to see if I can improve the deck and make it more fun to play without messing too much with its identity. But yeah, if that doesn't do the trick, I'll definitely explore other options.

Then, you're absolutely right about the missing explanations, and about the tutorial already lagging behind. They are on the radar, and I'm hiding behind two big reasons here. First, those things require me to "solidify" the rulebook and commit to the wording — and, admittedly, I'm a bit scared to do that right now. That said, in the next update, I'll add a couple of pages—including the controls—to the tutorial as a cheap little patch. And your concern gives me the idea to make the very same tutorial accessible right from the battle, maybe in a compact version, where you can quickly look up indexed keywords. Being mostly plain text should be a compromise that doesn't add too much strain on the maintenance timeline.

The second reason is related to that: I really want to improve the effect descriptions and add an oracle to the card inspector to improve the overall experience and consistency. But—big "but"—both of those are currently gated behind the DSL revision, which in turn is gated behind collecting more examples and edge cases. That mostly means wrapping up the six demo decks, at least.

Technically, you can already see me messing with that process. The fact that "On Anchor" is bold on the cards comes from me parsing the current handwritten text — something I eventually want to have generated directly by the card itself, and therefore something the system will already know about. The dynamic text, when it turns purple, is another early experiment, and one I already think is, more often than not, more confusing — or just plainly wrong (e.g. Cited Reference) — than helpful. So... very early, very wrong explorations. Luckily, I'm pretty sure most of that code won't survive into the 0.2.x versions 馃槄.

For now, all I can really do is ask for your patience and understanding. The project is still at a very, very early stage, but it is moving forward, and I really do care about making these improvements ASAP.

And seriously, thanks a lot for taking the time to write all of this up. Again, this kind of feedback is incredibly useful 鉂わ笍!