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 ^_^