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Bug? A spikes deck sometimes ends up having no attacks, but would win the battle if the enemy attacked into it. Instead the turn ends up getting skipped.

Will investigate, thanks for the report!

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Dragon with spikes is Brutal.

oof yeah that seems pretty hard. I might make "boss" enemies not receive any stickers in the future.

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On the other hand, thorns are a good hard nerf to over-reliance on fury - this run used the "female pirate who gets fury every time there's an 'on-death' effect" card, which is powerful if it can survive a round of deaths, but is nerfed by thorns.

I think that's a good thing in some way because it breaks the strategy of "sacrifice down to 7 cards and draw the same hand every game" and maybe encourages more diversity in card choices?

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Fun synergy with hikers + anchor + catapault Led to finishing the battle in the "when played phase" - I guess not strictly a bug that it only ended after I pressed "start battle":

That's so cool! Glad to finally see a draw build in action. Hope this was a fun run.

Bug?: overkill damage is dealt to dead enemies? This becomes relevant when bombs kill enemies out of order. 

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Bug? Captain with "start of battle" sticker gives Raider  extra invokes, but Raider still only attacks twice.

Fixed in the next patch. Interesting find haha

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Still enjoyable, but still a bit too easy: I don't think I've ever lost a game, and after the first couple of battles my deck is regularly winning on the first hand, often in the first round. 

I think you can afford to be more punishing with enemy effects, and much less generous with stickered cards, shops, cost of sacrifices, duplicate etc. 

This strategy is pretty straightforward to execute:
- Start out picking extra slots (having one more ally is usually very impactful)
- Spend money like 40% on building a strategy which massively overpowers one card, and 60% on sacrificing all cards which don't contribute to that strategy (Gnomes, then usually farmer, then scouts)
- Skip unless you're offered a card which significantly contributes to your strategy
- Get the deck down to 5-7 cards and play the same winning hand every battle 

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Great work on the new patch.

Unfortunately assassin is still buggy: rather than counting empty slots (red circles) it seems to be doing:

Number of possible slots - Number of allies played

...which is not taking into account free cards, and can even result in negative health being applied like here: 

The assassin starts with 2 health, and gets
(slots - allies) x2 = (4 - 5) x2 = -2 health applied.

Fixed in the upcoming patch.

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i had one of the scariest bug lol

i think the card was arbiliset, or one that gives you coin begining of the battle, it also had the "attack back" effect if enemies attacks 

but so does one enemy with attack back effect. right now both of then are stacking up hundreds of hundreds attacking back lmao

Ah I feel so stupid for not spotting this. Did a quick hotfix as it was quite easy to fix up. Thanks for this.

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Another unlimited issue:

Scarecrow + [on hit: gain 1 coin].

First of all, it can make a softlock.

Second.

Javelineer + scarecrow + alchemist + arbalist

The effect of the scarecrow becomes bigger and bigger and bigger until it gets ridiculous.


Edit: arrgg, the knight with spikes finished my guys off and I was actually hardlocked.

Thanks for this. Yes, it seems scarecrow and the coin sticker is a little overtuned at the moment and needs some balancing. 

Did the fight not end when your cards died to the knight with spikes on it?

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No, because the scarecrow was still alive and he doesn't attack. And he also never died because he grew by 7HP each time he got attacked, while he only got attacked for 6.

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Just a heads up: if you use enough powerups with the Whale to summon Scouts, you can get into a situation where it's summoning hundreds of scouts at a time, making the game run too slowly to continue.

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Found an unlimited build up bug, having two ninjas out and using the shrine on one to gain fury, makes them continuously stack up, had gotten over 100x without ending the stacking, couldn't force start the battle had to end the play through.

Thanks for finding this. Fixed in the next update that's coming tomorrow.

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Coin combos OP
This is my entire deck. It's a little too easy to scrap all cards except the exact ones you need for the combo.

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Just after the first attack:

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End of the game (first round)

These numbers are crazy lol

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This is basically how I got that 15,000 gold playthrough I mentioned to you on Reddit.  The flower is extremely powerful.

I can see how you could do it now, that is really cool. I agree Flower needs to be changed to make it so the numbers don't climb so high.

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Crazy bomb synergies 

Bug?
Inn effect continues to trigger after the Inn is destroyed.

Good catch! Fixed on the next build

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Bug with the Book sticker?

The text suggests that the +1 power gets applied to the card itself (brawler), but here it seems to have been applied to the ally to the left (Sherif - which incidentally has a typo? Should be Sheriff?)

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Sorry for the comment spam, but I maybe found another bug/misinterpretation? 

Gazebo and Assassin:
The wording is "get +2 for each [empty circle].
To me that implies that summoned cards don't count. 

Gazebo fills the field full of gnomes, but leaves empty circles, so I'd still expect to get my assassins powered up by those empty circles, but actually they get +0.

How summons are supposed to interact with the empty/filled circles is unclear to me. 

Why doesn't the Alchemist boost the Assassin's power?  

Getting fixed in the upcoming patch. Thanks for spotting it :)

Awesome!

Not sure if this is a bug, or just not how I expected it to work: "summon a card from your hand" (not sure i remember the exact words) I expected that to result in the card being played  from my hand, but it seems instead to create a copy of the card? So it would be possible to play two copies of it? I haven't tried that.

Feedback on text:
I found some of the wording a little ambiguous - eg:

- there's something like "When receives [bomb]", which turns out to mean "when anything receives damage from [bomb] but I initially interpreted as "when anything receives an ability which increases its [bomb] count".

- the "on draw" trait I interpreted as "when this card is drawn" (by the ability of another card?), but actually means "when any card is drawn?

Zooming out: some of the traits refer to what happens when this  card does something (on attack, on death), while others refer to what happens elsewhere in the game (on draw, on gain [coin]?). Maybe there's some way to make that distinction clearer?

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Very enjoyable!

For an experienced player of deckbuilders (in particular Slay the spire) it's a little too easy to make very broken combos, and a little too easy to get my deck down to just one hand of cards so there's no randomness.

In particular a coin-based strategy is doubly broken because the coins gained through executing the strategy can also be used to thin out the deck and buy exactly the right cards to complete it. 

StS deals with this partly with bosses and mini bosses which negate certain strategies, forcing you to build a more flexible deck. A mini boss who somehow punishes you for gaining coins would be interesting!

But given how new this game is, I shouldn't really expect it to be finely balanced! The results are great so far!

(1 edit)

Great suggestions! Yes, its going to take a while to get the balance right hahaha. I like your idea of bosses having special powers to punish strategies and think that would work quite well for this game. 

Edit: I've read your other posts as  well. I'll be rewording the triggers you have mentioned, I agree they can cause some confusion.
Summon is not working as intended atm and summoned cards are taking up space they shouldn't. Going to rework it soon along with its explanation.
Summoned cards creating a copy of the card instead of playing it from your hand is intended. 
Thanks again for the feedback! Would love to hear more after the patch.

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I love this game. I'm truly in love. Amazing concept, amazing everything. Please continue to update an add new features, i will be here to play every version

I do am encountering a bug where sometimes i will try to place a card but the card will "stick" to my mouse and i can't place it or let it go. I tried everything but i just can't continue and am softlocked.

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Thanks for the kind words. Updates are on the way so stay tuned! I'll look into that bug and hopefully fix it soon.

I was able to fix this bug and hopefully cards wont stick to the cursor anymore. Thanks for the report and let me know if you run into this issue again.

Great game but I keep running into a bug that makes it unplayable, on picking up a card i sometimes just cant drop it. I've tried clicking around, middle clicks, right, clicking out of bounds but nothing can drop the card or cancel the pickup so I have to force refresh then start again each time

Hey thank you for playing. That bug seems really annoying. I'll try my best to reproduce this and find a solution.

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Cool concept, needs a lot of balancing though, the UI can't even handle it.

WOW that's insane. Thank you for posting screenshots, it really helps alot with understanding what's going wrong with the UI. There are some balance changes coming soon.

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No problem, looking forward to that :) One more thing, Scarecrow with "get +1 gold on hit" sticker is also basically immortal.

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Great game! Three major problems:

1. Enemies have no effects, makes strategy a little stale.
2. Glitch, upon winning "new game" doesn't work and endless mode doesn't unlock.
3. Having too many cards in hand makes it almost impossible to play.

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Thanks for playing. There are harder enemies with their own effects coming soon :)  I'm working on the Endless Mode atm so its currently not ready. I'll fix the new game button working as well as the too many cards problem.

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super fun! Got to level 14 on my first run

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just played a run of this, the cards are overpwered in fun way, i can also see this being a campaign game mode with story if you ever choose this route in future


i will say you should add some music that makes this game more addictive than ever, like those dings any time you hit enemies? they are great and maybe something of music rhythm or whatever to gain more dopamine, but I dunno if im making sense tbh

Thanks for playing. I will definitely work on adding some music tracks to the game. I agree currently its too quite :) It would be sick if the soundtrack responded to the actions in game like you described as well.

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another question

do you plan to give enemies their effects like how players has one? you could copy paste some of player cards effect to the enemies' cards, but the more fun ideas is to cook up some special or unique effects for them. something like how if the king dies then the queen will double attack or something like that

by doing this it would give the players some real challenges and may push for different rewards picks (because everytime rewards comes up i always choose extra card slot because it is simply that powerful)

This is a good idea as well :)