Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CelesTheCreator

11
Posts
1
Topics
89
Followers
A member registered 4 days ago · View creator page →

Creator of

Recent community posts

Hey AzureDragoon,

Thanks for the feedback as always.

Free Essence/Vigor
The gameplan was not to use a system that forgoes the energy system and guaranteeing a steady ramp up of essence or vigor such as Pokémon Pocket, Hearthstone, Riftbound, etc. But more of a Magic, Dual Masters, or Old School Pokémon system. Now this was for a couple of reasons. The big one is that I don't like that those previous games effectively homogenize the amount of resources that each player gets by making them effectively common, player's tend to grow the resources at the same rate. In a game with a more variable energy system, you have the ability to much better have a little guy that values small aggressive attacks vs a big player that invests their cards and resources into energy and slams down scary followers. This does come with costs such as the deck bloat mentioned, and increases in dead turns as you draw excess essences, but this does also allow you to weave cards with the character ability, and dead turns allows passive effects that need a long time to pay off such as flowering dryad to pay off. Your advice is great advice so don't take this as me saying the idea is bad, because it is not, but it is not the system I have in mind for this game.

Marigold's Ability
You are correct in that the ability is on the weaker side. My hope is to balance weaker abilities with other benefits that the character is going to have which will be available in future builds, but it is also okay to have weaker and stronger characters, as long as you have fun with what they are doing. Your suggestion for the eat and grow mechanic, I promise you there is a character that has that almost exact ability, but they are not in the game yet, and because of that I don't want to put it on Marigold and have a duplicate ability. Cinder's deck will be weakened in the next build as well to alleviate this until I get further into the development of the game.

Better Cards for Marigold
All good card ideas. I've got a little bit to go before I do another batch of cards, but once I do I promise that both decks, plus other characters will be more coherent. In the short term, the plan is still to weaken Cinder's deck slightly. But for the next build, I'm also hoping that this will all be less relevant as you will have the ability to play any deck you want.

Deck Empty
The deck emptying is pretty rare, as in I don't think I have ever realistically encountered it in hundreds of self or AI test games. But the gameplan for emptying decks right now is not to shuffle it back. Especially because shuffling back all your essences would be pretty detrimental and shuffling it back also makes future designs awkward for cards or effects that return cards from your exhaust to your hand or field, or for cards and effects that get stronger or weaker based on the number of exhausted cards. Instead, this was to be circumvented through cards that can create and shuffle cards into your deck, or by cards that can move cards from your exhaust on to the bottom of your deck to prevent you from ever running out of resources. There is also an audience, such as myself, who likes to win the game not by reducing the opponents lilumi to zero, but instead to run them out of resources entirely and then winning on their own terms at their leisure. This also allows a deck that just wants to control the opposing character and eventually win to exist. Now in the scenario where both characters have no cards in deck, and no followers, then some characters abilities will be the deciding factor, like Cinder's will eventually just take out the other character by slowing burning them. Now if for some reason there is just no way to win or lose anymore as all cards are gone, all threats are gone, and there is no other way to win or lose, at that point I'll either implement a turn limit to end the battle, or realistically if you got to that point, I would say that you and  your character have lost and you have the ability to give up the battle at any time.

-Celes

@mrjonboo

I completely missed that! I disabled the button for clicking but not the hotkey. Thanks for that. Will be fixed for next build.

Hey Kaltorek,

I like it! I'll add in a training dummy in the next build with no cards and a lot of lilumi to play around with.

@Doom-Slayer
I'll take a look at that one, haven't encountered that yet. Might be that the coroutine that is running bugged out? Is it consistent or a one time thing?

@Smartaleck457
Well I didn't think it was possible to do that so I congratulate you on that. I do have a safety plan in there that if you don't end the battle for 50 turns, I kick you out, but I'll lower that value so I can get you out of that loop faster. The next build will have a more up to date tutorial so hopefully that won't happen at all. Thanks for finding that though!

@Lunge1

Ditto on my previous combat about the balance. Thank you for that, having more people tell me definitely lets me know its an issue vs a one off.

You're 100% correct on the structure issue. The tutorial barely covers it when I talk about entities and because of that, seeing Shrine of Sparks for the first time is super confusing because it acts like a weird follower. I'll create a card for the tutorial so I can demo that better in the next build.

Enemies spawning at the back was a design choice to make the game a bit more simple, allow the AI to not have to make complex choices on where to drop followers since the decision trees for that can be pretty complex. But it did open up future design space for cards and abilities to allow the movement of entities on the field. Hopefully with those implemented in the future the ability to shift entity positions for strategy will open up.

Some entities going dormant for a turn is explained in my tutorial, however that comment has come up a couple of times so I know I need to explain it better. I'll do a better job in the tutorial of the next build. Generally it's entities that can tussle on the turn they are played like Garter Lamia and Vent Lizard, but Flowering Dryad also does that.

I agree, I've had several suggestions for zooming in on cards I am talking about during the tutorial, I'm hopeful to get that in on the next build.

Appreciate the feedback and the time you took to right that all!

(1 edit)

@AzureDragoon

Hey thanks for the feedback. No harsh words taken, most of the balance was done on the fly, and of the 400 games I had with a similar version of that matchup, I actually had a 57% win rate for Cinder so you are 100% correct in saying that deck is favored.  I'm going to do a simple deck alter to get that win rate closer to 50-50. Funnily enough the Marigold deck is significantly harder to play than the Cinder deck and my personal win rate on Marigold was terrible until I figured out the strategy, but because of that players coming in the for the first time are just getting creamed by Cinder. Regardless, I'll balance that out in the next build and appreciate the feedback.

I think for both of you it might be the game resolution interacting with the canvas weirdly. I'll anchor the start button to the canvas corner in the next build to see if that lets you at least see the start button.

Hey YrelReversal,

So I was originally using z_image_turbo_bf16 but that was getting some really weird results, I still use it for non-living objects but definitely can't recommend it for humanoids or non-humanoids, but it does a good job on the environments.

For non-humanoids, I use BAS_PlusAnima even though it's more meant for animation style characters but I really like the simple but colorful style it creates, sometimes I throw in the GTS Anima LoRA to get some angles I like or relative object comparisons.

For humanoids, I don't think I can give you advice there, whatever you are using on Dwarfing Dreams looks great and if I wanted a high detail style I'd say your model nails it.

Hey Stratezo, thanks for leaving the detailed feedback. Always appreciated.

Great points on the battle tutorial, the first two for sure I'll try to implement on the 0.02.0 build, I'm hoping I do say that essences are limited to one per turn but I'll double check on that and make it more clear.

For the weird tussle interaction, that is working as intended so you can put structures in front of walls to protect your followers, but I probably poorly explained it so I'll update that.

Camera zoom going to 40m is probably too big at the moment. I'm hoping to get into absolutely massive scales so I built it out to there as a test though it's pretty hard to get a follower that large at the moment. Zooming and panning at the same time should be supported either through the mouse or keyboard controls but I'll take a look.

Heart/Mushroom/Brain (Life, Lust, Mind) are the component parts that make up your lilumi. I think in the tutorial I said that at the moment they don't see too much use except for a couple of cards but I wanted to have the architecture there so I could easily expand it. For now I think Raging Dragonkin and Equalize are the two cards off the top of my head that care about those values.

Torrential Flow: I think the confusion is that I've decided to utilize certain words like hand, field, and exhaust as both a noun and a verb, so in this case it is the verb of moving a follower from anywhere to hand. I've tried to do that for simplicity's sake but I can see how it can cause confusion since that's not how the word is normally used. I'll take notes from others and if it is a consistent problem I'll update the wording.

Peruse: I did try it out with you being able to choose your keeps instead of what you would bottom but it was very tedious if you had a very full hand. I think for now the pro of only having to select a single card to bottom outweighs the language change and having to select multiple times on larger hands.

Greying out cards that are unqueue-able is a cool idea, let me take that back.

Unfortunately the architecture for hand sorting is kind of ruined by the way the game tracks when a card came into your hand for possible future mechanics so card sorting is a tough one, I'll look and see if I can find an alternative.

Yup, Characters actives can be used multiple times a turn, no restriction on that. You are right that you can activate Cinder's ability and deal no damage. No idea why you'd want to do that unless a mechanic later on gives you a benefit for using up vigor but that is a legal action. The AI won't do that though as you are right, currently it is pointless.

I did find the number of auto loss hands pretty bad in earlier iterations so I setup a psuedo-mulligan system. I can look into making that more fair but when I created a mulligan system I found that it took more time then I wanted to before I could actually start so I removed it. The psuedo-mulligan system rerolls most terrible hands to a limit and gives you one's that actually have some play to them. So hopefully you haven't hit hands that were completely garbage.

You know I never really ran into the edge of the map, I'll test that for the shakiness.

Left click triggers point of interests that you are beside. But do to future plans to have overworld encounters, I really don't want to create a overworld point and click movement system that may invalidate that.

Volume change was actually one of the last items I implemented before I published this build so I know it's there, but you are right that when I disable the settings button in the tutorial for the tutorial, I also prevent you from modifying the sound for the entire tutorial. That's a good catch, my volume is saved so I never have to swap it in the tutorial, I'll figure out a solution for this one.

Thanks once again for the details.

-Celes

Yup, completely possible. It's something I'll look into more once I've got some more content in. I've had a bit of problems with WebGL builds with the canvas system before so I want to make sure I take a look at it before I commit to a browser build.

Celestiel community · Created a new topic Bug Report

Please let me know if you find any bugs by posting them here so that I can fix them on the next update.

Thanks!

-Celes