Skip to main content

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

You must be 18+ to view this content

Celestiel may contain content you must be 18+ to view.

The creator of this page has specified that it contains mature themes and content. Please enter your birthdate to verify you are 18 or older:

or Return to itch.io

Celestiel

A collectible card game featuring size changing. · By CelesTheCreator

Personal feed back

A topic by Stratezo created 4 days ago Views: 176 Replies: 1
Viewing posts 1 to 2

hello there ! 

The game battle principe is quite advanced, looking more like a normal TCG than other games around.

Some of my personal feedbacks : 

  • During the battle  tutorial
    •  highlight / points at what you're talking about. The text is covering a big part of the screen, making it confusing.
    • When explaining a card, put a card in the middle of the screen, so we can look at it rather than have to wait for explanation to see it
    • Maybe I read it too fast, but I haven't seen a line saying "you can only use one energy per turn".
  • The tussle interaction are weird. Situation : Left : mob2, mob1, pillar. Right : MobA, mobB, player. 
    • If mob1 hit mobA, mobA tussle by hitting the pillar.
    • If mob1 kill mobA, mob2 hit the player and not mob B.
  • Camera unzoom is pretty wide, 40m might be too big. And a way to move left/right when zooming could be interesting
  • No idea what the "hearth/mushroom/brain" are useful for. I saw a card using them, I assumed one was damaging them, but they can go in negative value and move back in positive later.
  • Card interaction : 
    • Torrent text is weird "hand an enemy into the field" rather than "put back an enemy in the field to the enemy hand".
    • "draw 2, put 1 back 1", I would probably invert the option, for "choose which keep" rather than "choose which withdraw". I find it more instinctive to say "I want this one" than "I don't want this one" when clicking on a card.
  • Some visual indicator, like graying unplayable cards, could make it more ergonomic
  • A way to sort card in hand, or an auto sort option by type / cost.
  • Player active 
    • activable multiple time during the same turn, normal ?
    • For "more friendly interaction", some should not be available if useless. Cinder, when having more energy, deals 0 but still cost 6.
  • A way to change/keep starting hand cards; Avoid the "I have 5 energy and 2 actions card, gg wp" kind of starter.

Out of battle improvements : 

  • Camera issues : Going on the side of the map at full speed makes the camera shaky.
  • Movements : If left click triggers the POI, it should teleport the player to the POI. Would make a "full mouse transport" more convenient.
  • Option : Please add option for sound volume asap.


Overall, there's lots of potential, it will probably turn into a really good game with future updates. And it will be a pain in the ass to balance, good luck !

Cheers !

Developer

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