Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
i agree that it's quite crunchy and tactile - polar opposite of most deckbuilders, and absolutely i love it.
Keen on full game releasing.
I thought it would be appropriate for me to list some things I discovered while playing the game:
- The main characters ability states that "The first attack of the round grants a charge ..." but I found that the first card you use does give you the charge and if you somehow retrieved it from the discard pile and you use it again it would give you another charge. I don't know if that was intentional or not but it's definitely something that the player can take advantage of when they discover it.
- In several playthroughs my counterattack wouldn't activate even though my charges filled up all the way. So to better explain: It was one charge away from full but I ended my turn and I had a zeal card being discarded which fully charged up my bar but the enemy melee attacked me anyway. Or my charges are already filled up even before I end up turn but I get melee attacked anyway.
- I noticed that some people don't realise the zeal effect until they discover it by accident or actually read the long list of text accompanied by the charge meter. I think you should find some way to introduce that mechanic in a different way than reading a wall of text. Tool tips on the words zeal, passing, anchor, etc I think would help.
- One issue/misconception that I think a lot of players have found is that the damage that the enemies do is not always shown correctly. I understand that there are various multipliers and perks that take place when the damage is dealt. However, most players don't want to calculate that value and instead want to see a single number dealing the full damage or at the very least that number + another number or times a different number. It makes it so that people like me who don't like math don't have to get upset when I can't do math :(
- If I defeat an enemy with 3 cards and I managed to play 4 before the animation finishes what I find is that the enemy dies but it recalls the last card I played. Thankfully it gives me back my charge so I think it's just a way for a player to reassess the situation thinking that the player didn't know the attack would kill. It could trip up some players though when they stack together cards.
- Sometimes the animation is a little wonky when you deal a lot of attack cards e.g 5 in a row. It's like it can't handle the sheer number of cards and the character does weird things during the last few attacks e.g they stop moving or the screen shakes. The animations are cool I would like to see a full *movie* of the character beating everyone in an action sequence after the fight it over. Also more variances of the attack animations would be cool too.
- So when you defeat an enemy encounter and you have debuff cards in your hand they still end up triggering when the battle ends. Like your hp decreases from bleed, etc. Now I know that as a player I could probably think ahead and plan for it but I am usually so focused on the win that I end up forgetting about the debuff cards. If there is a way to stop this from happening I would really appreciate it.
- Sometimes when I launch the game and I click play the game transitions between the home screen and the next screen over and over again. I only find that it happens if you do it really fast though.
- Sometimes the game crashed once or twice.
Other than that, the gameplay feels snappy and I'm absolutely looking forward to this. If I could give any feedback, it would be that having some variations between the animations of each attack would be a nice addition. Not needed per say, but definitely a welcome addition nevertheless.
Very like visual, dynamics, teaming aspect and zones (but there are no manouvers in blinded counterfighter deck unfortunately). Not a fan of giving opponents with low life free damage upgrade for other opponent when they die (this game has quite a few forceful, HP losing mechanics). Not very creative for my taste.
Bigger cards under pointer and bigger text will be great. I played it on 32' TV with wireless mouse and have problems with reading text (not mentioned flavour texts. I just skipped them). I have no problems with Slay the Spire, Deck of Ashes, Monster Train in same configuration.
Hovering explanations for everything will be great too.
Coersion for choosing unfavourable cards, tactics etc. without "neutral" choice is not fun. I would like to propose let player decide if it wants to make it harder.
Getting 45 damage in melee, first round, when you don't have any defence card is not great RNG when you have 90 HP. Some deckbuilders use tailored draws. Maybe it could be solution.
Upping opponents HPs as we go forward is most difficult problem to solve for player in my opinion. My character HP is not rising. Opponents HP are rising and they damage is rising. So it is mostly drawing problem. Will I draw 38 HP attack and kill something or will I be killed (sometimes) in single round. Framework for this game is great, but I think more creative approach for opponents is needed.
All the best with your release.