Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I am playing on the Linux download. I started playing on v0.1.16.1, and later, after it had been released went to v0.1.16.3. I see that 1.16.4 has been released, but have not played it.

I like the animations on some of the cards, like Yarn Ball, and Pin Storm.

The second combat is a bit tough in my opinion, removing the 12 attack ability would help.

When I merged two cards together, I did not get any animation, all I got was a black screen that I needed to click through. I got the same thing on both versions.

I got the "make a deal" event, and I chose the trade numbers option, but I only had one card that fit the criteria (I went with the yellow one), I could not confirm, but I could go through the rest of the dialog. When I left the event the buttons for show and confirm were still there. The buffed card was the same as before the event. On the new version I did test on a card that I had multiple of (I went with red, +/-4) and it did work, I was able to buff my card and de-buff a different one.

When I had Entangled applied to me and two of my block cards were entangled, when I tried to use a non entangled block card, it applied to the back-most enemy.

After every other event, the info at the bottom right of the map would disappear.

I feel like after you beat the boss you should learn more about who you are and what happened that resulted in you being in the attic.

One of my favorite cards/card combinations was "Body Slam", and being merged with “Block”, in a way so that block goes first, resulting in more damage from the attack. I also really liked combining "Yarn Ball", with the effect "Mirroring", resulting in giving an enemy two stacks of the yarn ball effect.

I really liked the artist random event, though it did not seem very common, so I did not get to use it much. With the new version I would almost certainly swap out my weak block for something else.

I like the concept of rejuvenation, although each of the times I have tried it, I have gotten a 20% rejuvenation, and only gain one, or less HP with my attack, and that did not feel very useful.

I am not sure if multiple stacks of the yarn ball effect is working properly, it seemed like on the next turn, the enemy's attack would be less than normal, but not reduced by half, closer to three-quarters. An example I have of this, is on one of the fight with the Natelie/Ant enemy, I gave them multiple stacks of this effect, and on the second turn of it, they were going to do 9 damage.

I feel like rest spots should heal a little more then 20 HP, maybe closer to 30.

I like your random events so far, although there are not a lot of places where you can get them.

I feel like the map should be a bit bigger.

I feel like the final boss is a bit weak, the two biggest things that make them annoying is stealing your gold, and having high health. Perhaps adding more to either the boss itself, or giving them allies who have their own special challenges about them could help. Possibly have the boss have an ability to spawn enemies when they are the last enemy on the battlefield.

It might be cool if after beating the game, you had a New Game + mode that allows you to go back through map, with all of your cards and upgrades, maybe starting at the third king event, and allows you to take a different path to the boss. Maybe also give the boss a boost to their attack and health if you continue after beating them, just to make them feel like a bit more of a challenge then they would if they stayed the same.

I like the theming around crochet. A Wandering Songbird already gave you some good advice on this topic, and I do not have anything to add to it.

If you click cancel on the card merging screen, you can re-choose your reward. The options are: Add a button, Skill Bind, and Attack Bind.

On the new version, when I get the game over screen, it does not take me back to the main menu, I needed to pull up the pause menu to go to the main menu.

I feel like, in general, the combat is a little too difficult, as, in almost every combat, I take some damage, because I did not get enough block cards, and since I found rejuvenation gives me 1 or less health, I almost never get the health back. Even when I go to a rest spot, I gain some, but then unless it is the final boss, almost immediately lose most of the gained health. This could be what you are going for, but, these are my opinions.

I like your game so far, and enjoyed playing it.

-R

(+2)

Thank you for checking it out, and providing valuable insight on the Linux version! I am currently not setup to test on Linux so knowing what does and does not work there is very helpful! I'm glad you like the animations, more to come for sure!

The reason I want the ant Natalie to do 12 is to encourage the player to use the yarnball, though I can imagine if multiple use their 12 attack it could become difficult. I see what I can do to prevent/limit that.

Ah! The missing animations seems to be linux specific, that you for alerting me to it! Sorry it was bugged for you, noted down and I will need to look into that. 

And another bug! Yes, I believe I know what happened. You can select a color which you do not have, and there is no way to go back or skip. I need to fix that event to address this. 

Hmm, the way that debuff should work is that all skills are disabled. My guess is that one of the old bugs which I have fixed was still around (which causes the buff to go to enemy) and that also made the card not get disabled. If this happened in the 16.1 version I highly suspect this will have been fixed in the latest. The map disappearing definitely should be fixed in latest version!

I agree after the boss is a good place to get a tidbit more story. I have to keep it very light though, as people who play this sort of game are typically highly invested in the card game and mechanics/interactions, and much less interested in story. That is why the beginning just kinda thrusts you into combat without preamble. But I do want to sprinkle some details between each act. 

I'm glad you found some powerful combinations, and fun events ! That is the bread and butter of this game, so I am glad it is resonating with you ^_^ Yeah healing in this style of game is extremely powerful, as the core idea is for you to conserve your health across the whole act. So I had to greatly limit the healing you could get, otherwise players could simply spam their healing cards to stay at full health. It created a very reliable (but boring) play pattern so I had to change how healing cards work. That is why the healing is tied to damage, and so low. I did fix the rounding in my local (so not the 16.4 but the upcoming release) so that at least 9 damage provides 2 healing instead of truncating down to 1.

Hmm, that would be a new bug, I will attempt to recreate. Natalie should only ever deal 6 or 12 base damage, so it sounds bugged to me. Noted down.

I can play with the healing a bit, I've seen other games heal a percentage instead of a flat amount which could be an option. Or I could make a path which allows the player to cross one additional rest site over the course of the map, especially if I make it larger (as you suggested and I agree with).

I think I will tweak the boss some more for sure. I might change how enraged work to ramp up, so that each turn that you start with no coins he becomes even more enraged and deals more damage. I like the idea of spawning more enemies, but I am going to save that for another boss. In fact, I plan to make it so the pig is just one possibility. The other act 1 boss will be a Rat which can summon mice, so I think it will be challenging in the way you are after ;) 

The full game will have 3 acts, so after beating the act 1 boss you will progress to act 2, health fully recovered and continuing with your deck and treasures. I think I want that to be apparent in my demo, so I plan to include act 1 & 2 when I put the demo out on Steam. And act 2 will definitely ramp up the challenge, so be prepared! 

Yeah the theming was a really intuitive fit for my card combining mechanic, and it has really expanded well. I am glad you like it!

Yep, these two bugs should be fixed in upcoming release. 

Yeah honestly that is how the game is meant to feel. I tried to convey that by making you lose health from the very first fight. It is supposed to be a marathon struggle where you are hanging on by a thread ;) And the idea is that the game does not get any easier, but the player gets better. Between your knowledge from previous runs and some luck with better cards, you can get farther and farther into the game. In the final game it should be all but impossible to beat the three acts on your first run, you have to learn and improve in order to make it to the end.

I am glad you enjoyed it! It has honestly come together really well in the last few months, and the valuable feedback from you and everyone else on FBQ is shaping it even more. Thank you for taking the time to play and share your thoughts ^_^

(+1)

Our team team has very much enjoyed your game, and will be following its progress. If you ever need something Linux specific tested, let us know.  Feel free to leave a reply to one of the comments here or message on Discord.