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Improvement Summary
Completely new Ability select screen
Added tutorial for new ability select screen
Improved onboarding
4 brand new abilities
Qol Changes
Bug fixes
Devlog
https://triston-griffiron.itch.io/time-crusaders/devlog/1742684/time-crusaders-dis-jam-update
Requested Feedback/Comments for Reviewers
For Playtesters.
Would love feedback on the newer abilities. Note that they are only accessible using "unlock all cards" from the settings.
Apart from that I would like thoughts on the following:
- New Ability select screen
- Steam worthiness in its current state
- Weakest part of the game and the best.
- What sets this game apart from other games?
- What are the four things that you consider to be a part of the game loop?
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Comments
This is a really good game and I want to see where you take this. I prefer the old name of Anachronium.
I think that my difficulty was set to easy by default though I did not start with sniper's dream.
On my first play through I missed the tutorial because the buttons above play that I noticed were different modes and the tutorial was hidden between "Battle Mode" and "Practice Simulation". You might want to have the player click play and then a screen popups up asking which mode you want.
I beat the all the missions and did one run of battle mode. I lost to Feather Strikers + Heal Bots. I manged to take out all but 2 Feather Strikers who single handedly and with no remorse (pun intended) took out my 3 ships with Remorse Flower.
You might want to update the screen shots. They show the old ships.
UI Notes:
I want right click to cancel movement since it cancels several other things.
I would like a warning for when you slot an ability into a ship that does not have the max energy to use it.
Can the ships show their aim arcs in the ship select please? That would make selecting and comparing ships easier.
In battle mode you can only heal your ships all together not each ship on it's own. Though based on some upgrades is it that you should get no healing? I like being able to heal between battles.
Typos:
Story:
Cards:
Cards Usage Notes:
I like the multi straight shot line of cards. Or I like anything shooting straight and true that does high damage. I did not have much trouble aiming so straight high damage cards worked well. One exception is doom cannon. I had that on Oyster as a hit everything/hit boss 7 times.
My favorite cards for general cases are Nona Shot, Laser of Lamentation, and Phantom Flower. Phantom Ray has too much distance between beams for me to want to use it regularly.
I stay away from suicide moves.
I did not use healing moves much in the main game because "Why heal when I can attack and take less damage?" In Battle Mode I used Uplifting Aura several times.
The specials can be very powerful if used right. I one turned the Crusher boss fight by having Valkyrie do "Energy Avalanche", Oyster do "Sheer Gumption", Valkyrie do Saul Kay, Saul Kay do his special (had a flower attack and a sniper attack), and finished him with Morningstar doing "Doom Pulse" though that was overkill.
New cards:
Meteor Shower does not make sense to me outside of a 1 ship left suicide move.
Void Bullet should tell me that it is a suicide move. Also where does the black hole go?
Anachronium Wave sounds cool I have not tested in an real combat because it costs 6 energy and thus none of my ships could use it.
Saul Over has that same energy issue and another. How much HP do the enemies have?
New card ideas:
Uplifting Aura but with energy instead of healing. Maybe call it Energetic Aura, have it cost 3 energy, and restock 2 on other ships?
Anachronium Beam but with energy instead of healing. I am not as sure on this one but the idea came when writing down the other one so here you go. Cost 3 energy, and restock 2 on ships hit?
Story:
I like the story so far. It pulled me in well. Each character had their own personality that was well defined. Sometimes I chose my move based on what I thought the character would do (eg: heal and prep for next turn or give Flin more energy to blow the enemy out of the sky).
I do not think that the U.G. is a good group. I do not know enough to say whether or not it is a bad one but 3 ships that need to purchase upgrades instead of getting access to whatever weapons they need when a whole planet sends a distress call is not the right answer.
Other Thoughts:
I really like the card select screen. One thing I would like is for it to not shoot with the card panel up because that can be distracting while rearranging cards.
The final fight looks intimidating but Doom Cannon + Phantom Ray would take out a lot of them and do massive damage to many more. Though that might be a case for Meteor Shower to be useful...
I did not get Dragon's Isle Dweller :(. The badges I got were: Botanist of Death (likely Phantom Flower), No Half Measures, Relentless, Old Reliable, and Snipe King.
- Weakest part of the game and the best.
I think the the best and worst parts of the game are in the combat. The best in my opinion is the player's combat moves. The part that I think needs the most work is balancing the enemy logic. Cause sometimes if you destroy the right ship the others will do very little making the fight easy other times 2 enemy ships out of a bunch will blow my ships away.
- What sets this game apart from other games?
For a turn based deckbuilder the aim feature is a really cool and unique feature that I have not seen in other games.
- What are the four things that you consider to be a part of the game loop?
Fight enemies -> Get loot -> Read story -> Upgrade ships -> repeat.
Mission Stats:
Mission 1:
Part 1:
5/5 stars
100% Accuracy.
66% Crit percent.
Part 2:
4/5 stars
95% Accuracy
61% Crit percent.
Part 3
4/5 stars
93% Accuracy
72% Crit percent.
Phantom:
Part 1:
4/5 stars
96% Accuracy
93% Crit percent.
Mission 2:
P1:
4/5 stars
57% Accuracy
100% crit
P2:
4/5 stars
56% Acc
100% crit
P3
5/5 stars
82% Accuracy
90% Crit
I forgot to write down my final mission stats.
Hey, I like the updates you have been doing over the past month, They really add to the feel of the game. The game is shaping up quite nicely.
I'm still getting used to the name change. I preferred it as Anachronium, but understand why you changed the name.
Open Notes:
I am going into this without looking at the devlogs, just to get a blind feel for how things have changed.
I am starting with the tutorial this run.
I really like the new sprites for your ships. They look good.
I like the UI updates, they help it feel more polished.
On the tutorial, on the move step, clicking on the button in the bottom UI did not give any result, I needed to click on the button below the ship.
I beat the tutorial on my second turn and got the final popup, however the end-of-combat scene showed up and the popup flew off screen before I could fully read it.
In the card select screen tutorial, after you finish it, the previous button is still there and if you click the button that you normally would to enter a combat, it will re-start the tutorial.
I feel like the early enemies have a too high miss rate. I went through the first mission without taking a single point of damage because the enemies kept missing with every single shot they fired. Edit: Reading some of your devlogs, and looking at my settings, it looks like I am on easy mode. I did not seem to get any other buffs from that, so I am wondering if it being listed as easy mode is a bug? I did not touch my settings at all this run until checking the difficulty. I am setting my difficulty to Medium, and may later play again and see what is different. Edit: Playing again at Medium, I would say that I was on easy before. I did not have Sniper's Dream on any of my ships when on easy mode.
Looking at your screenshots, it looks like they are all old. You may want to get some new screenshots because of how much the game's look and stats have changed. The one that, in my opinion, should get updated the most is the one that shows Anachroniser, that is several versions old, and does not actually reflect how the page looks, several of the energy values on the cards are incorrect, and several have been added to that tab since the screenshot. (Sorry if this section feels a bit ranty and as though I dislike your screenshots. I am trying to explain why I am thinking that they should be updated, but I could see it coming across aggressively.)
Being able to move my ships around before a combat is sooo nice. One note I have on this is, I feel like the boxes around your ships are a little large, I found myself bumping into the box around the ship that I was trying to get next to quite a bit.
It would be nice if the practice mode had an option to revive player ships and one to revive enemy ships.
It is a bit odd that the Shotgun card "Barrage Shotgun" has red shots, even though all of the other shotguns have blue shots.
Meteor Shower is listed as "Auto-targets closest ally.", that feels a bit odd considering it does not seem to have a target. Maybe instead "Targets Nobody", or something like that.
I feel like the Feather Striker enemies are a bit too powerful, especially when they have a Heal Bot in the same fight. I had a fight where two Feather Strikers and a Heal Bot took out my full HP ships in one turn. The Feather Strikers did Crit Remorse Flower, and the Heal bot did a Crit basic attack, finishing off Valkyrie. That felt bad, because there was no indication that something like that was going to happen, at that point I was doing very well and destroying most fights, but then that one fight took me out in one turn. On a similar note, I feel like the combat with Mobile Destroyers and Energy Crusaders has a similar issue with the fact that on the second turn the Energy Crusaders will Overcharge the Mobile Destroyers and then the Mobile Destroyers will use Fibonacci Strike, which is an almost sure loss of ships.
Okay, playing more with Intoxicated Gremlins, on Kunai, WOW! How did I not try this out more. It is now a large part of my strategy with Kunai. Thank you for recommending it, and making me think to try it more, cause that makes Kunai's attack so much more powerful. Thinking on that card more, I think that part of why it is so powerful is because of how tight the arc on Kunai is, using the gremlins card increases the crit area by a proportionally larger area compared to other ships, and so even if you are not perfect on your aim, you are more likely to get a crit.
Some notes on the settings:
I like the look of the Settings screen. The colors, icons, and overall theming looks good.
The popup of the Difficulty option is using the default godot grey theme which looks bad compared to everything else.
It would be nice if there were tooltips when hovering/focusing a control.
What does Performance Mode mean? I did not play around with it yet, but it is not clear to me what it will do to the game/gameplay. Tooltips would help with this.
I think that you way want a option for the galaxies in the background in combat.
Settings Notes End.
When you try to buy a ship, the buy ship button lists it as 100K, which is the cost, but the popup say that it will cost 200K.
In Arcania S's ship select stats it lists energy production as 0 but in one of your devlogs, you say that you increased the starting energy production. I have not bought the ship, so I cannot say which way it is. I think that having Arcania starting with one energy production is a good choice.
Requested Feedback/Comments for Reviewers:
Would love feedback on the newer abilities. Note that they are only accessible using "unlock all cards" from the settings:
I like the new abilities. One note I do have on the Void Bullet, it does not seem to mention that it will destroy the ship that fires the bullet. You might want to mention that it destroys the attacking ship.
I did not use Meteor Shower much at all, since I seem to have terrible luck with that type of random ability. The one time I did use it, in the practice mode, it did a lot more damage to my ships than it did to the enemies.
Saul Over is a cool idea, though I doubt that I would use it in-game because of how I do my fights, and the fact that I still prefer Valkyrie to Arcania because Valkyrie has a starting 2 energy gain, which allows me to attack quickly, without worrying about whether I have lost enough HP on Arcania to gain 2 or more energy. I might play around with this ability in the battle mode, if I get an upgrade that increases one of my ship's energy max to 6 or higher.
- New Ability select screen:
I like it. I really like both being able to move your ships around and decide what configuration they will be in, and I like being able to test out what your new abilities look like.
- Steam worthiness in its current state:
I am not the best judge of this, but I think that it is absolutely something that could work on Steam, as long as you are able to do the right marketing to get noticed. Reading Dragon's section on this, I would agree with what they say.
- Weakest part of the game and the best:
I'm not really sure on the weakest part of the game. Maybe the tutorial? I would say the best part is the combat, managing your energy, and strategizing how to take enemies out is really fun, and overall feels well balanced.
- What sets this game apart from other games:
I have not seen any games that have this combination of story, deckbuilding, strategy, and the general theme before. I would say that the way that you combine these factors, sets your game apart from others that have some similar themes or concepts. I am not that great at explaining things like this so, sorry if it isn't clear what I mean.
- What are the four things that you consider to be a part of the game loop:
I am not fully sure I understand what this means, so I will answer with what I think that it means.
If I were to boil the game loop down to four things I think that they would be:
Combat, Deckbuild (Gain more cards so that you can get further.), Prep for next combat (sort of like Deckbuild but more focused on things like healing, and moving your ships around based on your cards.), and Story,
Telrym Draconis is going to be mentioning some typos, so I am not listing them.
That is all for now, the updates that you have made over the past month have really helped the feel of the game, in my opinion.
-R (Yep, -R from DIS Kids. After this jam, unless I cannot use this account, I will no longer be doing the -R at the end of my reviews because I have a separate account from the base DIS Kids.)
Hey Triston, really like the progress you have made on this update! The new attack select screen is really nice and adds a ton to the game. The game is getting better and better with every update. Here are some notes I took, let me know if you have any questions.
Hey Void!
Happy that you are liking the new changes!
I am glad the game is keeping things fresh! I have many many card line ideas. I just hope I get the opportunity to bring the entire project to life in the future :)
These are only accessible through cheats right now. There will be a boss in the future who will spam, meteors, defeating whom will unlock the ability. For the demo I will lock it to supply crates.
Did this break the game or lock you out? Or was it just an errant poppup? I will definitely try to recreate this.
Its a high risk coin toss. The ability is really good against some enemies and really bad against others. It is horrendous against Phantom but really OP against multi enemy levels or enemies like Crusher. Since it requires no aim but does a lot of damage I wanted it to be luck based and punishing.
It completely destroys any enemy with 15 or lower HP and converts the parts of the destroyed ship to make a Saul Kay. I will make the wording better.
Card descriptions is actually really high on my list now. Many cards don’t have clear descriptions.
Thanks again for playing the game. I will try to improve it in the next patch!
Bug didn't lock me out, just had to go to main menu and restart level. Just got caught in a loop. Thank you for explaining all of that, excited to see upcoming updates!
Oh I will have to fix that. Such loops can be disruptive for immersion.
Hi Triston, this is a very solid update! Since you've made a ton of changes, I'll also be posting much this time.
This is gonna be a long post, so prepare a popcorn and brace yourself!
Difficulty-wise. this version seems to be easier than last updates, probably to the point of being very easy. Maybe it's because I'm a recurring player? But one thing that I like this time is that Gwen's horrendous aim is so much tolerable in this version. With more focus, I could at least aim with her and do something this time around. Perhaps you tweaked her aim a bit to make it less difficult this time, and I for sure like it.
The background objects also blend-in smoother and less distracting compared to last update, good job!
For the new ability select screen, it is mostly fine. Everything is understandable from the get-go. But there are still some bugs there, yet.
First-off, when I click on repair all, sometimes the credit goes to minus values (see below). It seems that it got calculated twice.
One game-breaking bug here... after pressing shown the "ship-select" or quit button, and come back again, there is a game breaking bug where nothing happens after finishing the card selection as shown below this paragraph. Pressing space will prompt the confirmation again, but nothing also happens when you either select accept or cancel. So I had to quit the game and come back again.
Small nitpick regarding the card moving around...
So, the card slot container only detects your mouse cursor instead of the card. There are numerous times where I failed at slotting a card in because I thought it's already there, but my mouse cursor is still outside the card slot. I would love for the card slot container to detect a new card will be slotted into it without me having to precisely hover with the mouse cursor.
For illustration I am attaching a screenshot below. Let's say I want to swap Common Shield and Uplifting Aura. I grab Common Shield's upper left corner and move it over the Uplifting Aura. I would assume that since the card that I am grabbing already covers the target slot, it would just slot in. But, it failed since my mouse cursor is still outside the target slot container (since I am holding common shield's upper left corner). This is not a game-breaking one per se, but it would be more intuitive to have the card slot detect a card and apply the changes based on how much area of the grabbed card is covering the slot.
Another small nitpick I would like to see the ability to swap cards between party members quickly. Right now, I have to un-equip the card first by clicking right-click, then select another party member, and finally slot in the card that I un-equipped previously.
That's all I have for the new ability select screen. After the game-breaking bug, I quit and restarted the game.
This time, I tried using newer abilities and ships by activating the cheats.
For the newer abilities...
Before using it, I thought Saul Over would be broken, but considering that it needs 6 energy and aim, it feels quite balanced as only Gwen could have access to it at first without using max energy increase ability. I only managed to turn over 1 enemy ship into a Saul Kay before finishing the fight.
I tried using the void bullet twice. And the screen just went blank while killing the user (Gwen) in the process the first time I used it. The second time, I moved her a bit further in front and fire the void bullet, she managed to survive with low health and insta-kill the boss. I don't know what to think about this ability though... probably I would not want to use it in my strategy in a normal play.
I didn't get to try out the Anachronium Wave, since it doesn't really have any new effect for me as a player. I don't consider adding a new turn for your team is a new gameplay effect. Although I can see it as a viable strategy in a normal play. Since for this playtest, I mostly want to know the new abilities effect, so I skipped trying out this one since it's understandable just by reading the description.
For Meteor Shower, this is one of those classic high-damaging move. One nitpick I have with it seems to have not so much visual impact. I imagine meteor showers to come flying at a high speed, so although it has a considerable gamplay effect, visually it lacks the power for me.
Regarding the new ships...
It gets a bit of getting used to, but Gwen can be a monster with the massive energy prod while low health. I could either spam the shield or Saul Kay with her. But I feel this has a good balance for a high-risk/high-reward play.
For the Kunai ship, that is a good trade-off of having diminished aim plus +1 energy with every basic shot. Nice touch! I don't know why, but I find it harder to aim with lesser aim circumference. Somehow, this makes Gwen's aim on a similar level with Kunai.
For Flinn, his upgraded ship just rocks, no comment on it.
For your remaining questions...
Since you are the designer and developer of the game, you are the one that should be answering these, right?
But hey, I'll play along and try to answer them :D
Steam worthiness in its current state
I would say it has a nice polished quality, especially in the UI/UX department. Content-wise, it has enough ability cards to encourage different play-style. So, I think it's worthy as a demo game. Compared to the low-effort/low-quality games that are flooding Steam, Anachrnoium (Time Crusader) is the kind of games that I would like to see it being put there.
Weakest part of the game and the best.
Weakest part: Slow story pacing
Best part: Polished UI/UX
What sets this game apart from other games?
I would say... the game is trying to mix two different play styles of "turn-based strategy" (positioning, timing, and ability selection) and "skill-based" (with the aim). It does it quite well thematically. I don't know this kind of game already existed or not, so I can't tell what would set this game apart from similar games. But one thing for sure is that gameplay mechanics and UI have strong thematic cohesion.
What are the four things that you consider to be a part of the game loop?
1. Energy accumulation / setting up defenses / heal -> Damaging enemies -> repeat
2. Battle -> trying out newly unlocked abilities/ship -> repeat
3. Level Victory -> Story -> repeat
I can't think of another more.
That's it for now, this post is already long enough so I'll stop it here.
Ask me around if you have any specific questions.
Overall, I felt that you've made a ton of progress and everything (except story) has been improved overall.
Great job!
Hey Abstract!
Thank you for the detailed review Abstract! I got a lot of actionable points from this.
There are three modes now, easy medium difficult. the default is easy.
Good catch! I will fix this
I cant seem to recreate this bug. Can you go into more detail about it?
I totally get what you mean. I just thought the mouse was expected behavior. I will try to improve this.
Will definitely look into it.
you are right, the meteors are kinda slow which makes it look weird. They lack the visual impact.
Yes, it destroys the ship that uses the bullet. The second time around you mustve used her special ability which prevents her from dying when taking fatal damage. Leaving her at 1 HP.
Is the effect of the blackhole underwhelming? I wanted it to feel like a void.
Kunai’s aim notch also moves faster than Oyster.
Glad you enjoyed the current version of the game!
I am working on improving the pacing of the story and the writing draft. The writing was just the first draft and now the second draft is ready.
Hopefully this will fix some of the issues.
I think it was after I finished the first level before entering Dronghur. I was probably switching screens between ship seect, back to main menu, then go to the ability screen. Moved cards around, then pressed space bar to see the screen didn't proceed forward.
For the Void Bullet, I think the effect does the job. My impression is that it is too all-encompassing. Blacking out the whole screen and turning down the volume down to zero almost instantaneously feel like it should affect everything on the screen. However, the ability only affect whatever in its trajectory. So there is the expectation discrepancy there on my part. What I imagined is a swirling blackhole effect that gets bigger as it moves forward, while distorting the background as it moves along, and also dimming the volume slower. But this is probably a matter of personal taste.
Good to hear that the story is only the first draft. Looking forward to the updates!
I understand what you mean. I also wanted such a fancy effect but didn’t find any shader for it. I can’t write good shaders myself only edit existing ones so far. I found one on Godot but it didn’t work as I intended ( or I couldn’t get it to work by tweaking stuff)
So I settled on this version. I wanted a wow effect. Everything blacks out,and the targetted ship and asteroids just go missing. I see how this can be not upto expectations.
I’ll try to brainstorm more ideas for it.
Btw I’ve fixed the other bugs you found! I’m working towards a solution that allows card switching between ships.
Will try to recreate the game breaking one you found as well tomorrow. 😄
Thank you for playing btw! I genuinely appreciate it.
I like the look of the Settings screen. The colors and icons work well overall. One I think could use some work is the difficulty. The text touches the left side and could use some padding. The popup is also using the default grey blocky theme. I know those can be a pain to theme with all the pieces that are not clearly named as being part of it. It would also be nice if there were tooltips when hovering/focusing a control. I think the main one people will want to know about is Performance Mode. What does enabling that do? Will it disable certain effects? That kind of info would be nice for players to know, though if they are having issues enough to enable it, I suppose they will find out.
I'm looking through the various screens before starting. It is nice to have music on all of them now. Some can still be a bit slow to pick up and initially sound silent, but it doesn't take long to hear something. There is still a bit of difference in the volumes of the various pieces and throughout the pieces, so I did find myself adjusting my speakers volume at several points.
Looking at the new cards, Meteor Shower says that it "Auto-targets closest ally.", which doesn't sound like where you want to aim for a powerful attack, even if it is going to be largely random across the screen.
I'm going through the tutorial. I like the improvements so far. I'm at the ship select step and while I can hover over Valkyrie to get the name to show, and hovering over the top tutorial text shows a targeting line from the hidden Oyster, I cannot click to select them. Some of the Morningstar details (name, and state icons) are hidden, so maybe give a little more space above for them to show when hovering to give new players the association of hover to see the details.
I'm on the move step and it says to "Click on Move" with an arrow, but clicking on it does nothing. Morningstar does still have the selection circle around it. I clicked again and still could not use the Move button in the bottom UI. It looks disabled and is also not reacting to hover. The Move button by the ship works fine, but that is not where the player is being directed.
After moving a bit I tried to click the Stop buttons, and neither worked. Both rotated the ship towards where I was clicking. I used space to proceed.
After being free to take the rest of the turn the lower UI Move button did work.
I turned on the WASD controls when it popped up and don't really like them. If you can enable them in the tutorial, there should remain a way to turn them off after experimenting. I did click back from typing things, so maybe if I was following along I could have used them and then toggled it back off, but I'm not sure on that. Ideally you may want something to confirm which controls the player wants after trying the alternative. I am not a fan of WASD controls after using the Tank controls for so long. I ended up using double click instead of keyboard for the rest of the fight.
I like the tutorial for the new card select screen. After it closed I felt that the "Previous" button was out of place. It covers part of one of the card slots, and does make slotting a card there more difficult.
I like the 5,000 Credits to spend on cards. It makes those first decisions much easier.
While the new UI works, and is much nicer for being able to lay out the cards as they will be in combat, it feels so odd. It also is a bit annoying only being able to fully see one card due to the bottom UI overlay. I understand it and it works for what this is meant to do, but I also like to see lots of data all at once for speed processing.
I completed selecting things and setup my ships. Then I clicked on "Press Space To Continue", and it reloaded the Ability Select Tutorial. There is no Next button or other instructions to proceed. I don't see how to proceed other than Quit to Menu, which is what I did. I kept my cards, so it is not a big deal for me, but would likely confuse players, especially those who haven't noticed that button yet.
Starting on the Rion mission I had Story Dialogues off, but still got the story showing. Pressing E and clicking got me through it quickly enough, but it did show. I went back to the menu and verified that I had it off. Then I decided to go do Phantom instead.
I used Energy Infusion and then could not click on Move under the target ship. I could still see the line between the ships, so it likely was interfering with the button. The other move button worked fine. Even as the end fly away scene was showing, the line was still visible, along with a circle around where the other ship had been.
Minor thing, but it might be nice to be able to use the scroll wheel to move through the mission select. Being down at Phantom and moving back up to Rion with click and wait had me thinking about it.
Experimenting with the new cards, I did not expect the Void Bullet to also destroy the attacking ship. I can see why it would, being a black hole, but the card does not make that clear. I'm not a fan of suicide attacks, so won't be using it again.
This also lead me to acknowledge that the Practice Mode does not have an option to revive your ships. It would be nice to not need to bring Godrin's Ring for testing some of these cards, and instead have a revive button. I tried Reset Everything as well and was surprised when it did not reset the dead ship to alive. That and/or repair reviving would be nice.
I saw the video showing off Meteor Shower, so I'm not surprised, but I took as much damage as the enemies and I can't see myself using that in a real combat.
Anachronium Wave certainly sounds powerful, though I have not played through to use it in areal combat and I'd really have to debate the cost. And extra turn is always nice, but it is a later game card and would depend on having a high enough max and energy gain.
Saul Over is a neat idea, but it would depend on knowing the enemy HP levels. It does a fair amount of damage, but there are other cards that cost less that do as much or more. Being able to also grant you an extra ship, in addition to damage is nice. Essentially being 1 extra energy cost beyond Saul Kay to do damage and get a ship, though needing aim and an enemy without too much HP, the cost feels decent, if you have enough of a max to use it.
For Steam worthiness, I'd say the game still needs some polish, but is in pretty good shape and a demo or playtest once approved would be good. Steam API integration, with Steam Achievements would be a good addition for Steam, but can come later. We are using GodotSteam by Gramps from the Asset Store.
Thank you for the detailed review!
I apologize for not mentioning this earlier or in the posts. I intend to redo the first tutorial. I feel a bit dissatisfied with it. The move bug was caused by the new bottom panel UI. Easy fix but I’m gonna try to see if I get more ideas for a better tutorial. I have a few lets see if anything better pans out. 🤔 Despite the many changes I’m still unsatisfied with the current version.
The settings UI needs a final touch as well. The difficulty won’t be a dropdown in the final version but select one of three buttons. The music settings are also not saved as of now. They generally need a do over.
I’ll even add a difficulty toggle in mission select scren. It feels buried in settings.
Good catch! I’ve forgotten to set the correct enum for it.
The setting only turns the dialogues in battle off. Cutscenes show up just as before. This I will make more clear in the setting name and tooltip.
Totally understand this. Experienced players will of course not like the large cards and would rather prefer a more concise view. I’ll add a setting for exactly this. A scrunched down view.
That’s a great idea! I should probably get to setting up up down arrow keys as well.
Yes, this is understandable. The sucide attacks have been quite popular with some players and completely unpopular with some. They is quite interesting. 🤔
Both Meteor shower and Void Bullet are a part of this card series in my opinion.
I personally do use them but only if I’m building my entire deck around it.
I would say pretty much any non-tank non-boss enemy gets one shotted by this ability. I’m also open to reducing the cost since saul kay is a no aim ability and Saul Over is an aimed ability.
Something of note is that since it’s not a “damage bullet” but a transmorpher bullet, it does no damage whatsoever to asteroids. The damage of this ability comes from attempting to recycle parts of a ship. (Does affect player ships)
I do have some follow up questions for you.
Which parts according to you require most polish right now? ( Apart from the ones you’ve mentioned in the current review)
Is the current amount of content enough for a Steam demo? (There’s 59 cards. )
The main polish would be the things I mentioned along with cleaning up typos and refining the descriptions/details to clarify how things work. I did not do any story this time, but one of the kids did note down some typos. They are both going to spend more time later today playing and finishing up their reviews.
I think this is more than enough for a demo. I don't really have a feel for the full game, so can't say just how much is the right amount, but what you have feels good. I think part of that also comes down to what you are putting on Steam. Right now you have the early story and the Battle Mode in this version. Are you planning to release the Battle Mode version on Steam? Will it just be a demo for the full story game? If you are splitting them out, then I'd start to work on that and get a feel for how each is separately. If you remove the Battle Mode, and have just the current story, then I think that the demo is pretty good for the story version. It ends on a nice cliffhanger that should give people an incentive to want to see more. For a Battle Mode focused version, you probably have too much content and may want to trim it down to give a feel for things, but not make the free version be all they want to play.
You are right. I will have the second draft of the story in the next patch. It’s pretty much untouched since the first draft I wrote that’s why it has a lot of typos.
I’m thinking to lock the battlemode for the demo. Initially the plan was to let it be live for the demo but recently I’ve been considering to remove it. The mode needs a bit more polish than it has right now and therefore feels not good for a steam game. I think I’ll make it like a feature of the full game.
For instance, there needs to be a small tutorial for it to explain the differences.
But this is still not final and I’ve been thinking about it quite a bit recently.
For reference of content, the final game is intended to have 10 chapters and 300 abilities.