"The initial idea was to have cards with different effects..."
You really need that! My opinion is that there is nearly no strategy in the currrent gameplay because:
The enemy always has better cards (more points) after a few battles, and that if a card has more point than what it faces, if all of its points are attack points, it always out-damage its opponent.
There is no way for the player to plan-ahead: they cannot see what cards their future opoonents have or choose which opponent to fight next.
"The objective is to carefully choose your cards according to the opponent's cards."
The choice is simple school math: taking the expected net damage of a card by assuming equal probability of it facing any of the opposing cards, plus perhaps tkaing into account HP ratio.
It's just way too rng based to the point that I can predict if I'm going to lose a match but it won't be because I didn't perfectly calculate the best hand to choose, it's because the game either gives me bad cards or it picks the worst matchups in the opponent's favor over and over. I think the biggest flaw is having the combat phase be random.
Great game! Super smooth gameplay, and catchy graphics.
I'm a big fan of Forward, which is also hard, but much more winnable. I probably win one out of 6 games of Forward. Here, I've played 30 or so and haven't come close to winning yet. I believe this could use a bit more balance, such as:
A Medium difficulty (+1 heart) or even an Easy difficulty (+2 hearts)
A 20% chance of drawing a card (after a win) that is +2 points above the other cards. Like an epic drop in a looting game.
I agree with CrowesFeet, maybe you need to add more option before battle.
For combat system, blocks are actually pretty weak. Maybe you should add (success hit + sucess block) - (ennemy success hit + ennemy success block), then the difference hit your ennemy (or you). I may bring more strategu about picking cards.
The shuffle part of the battle is pretty original and fun ! :)
I love your other card games and have been playing them nonstop for days each. If you're still developing them, I have a chunk of suggestions for them.
I just got off a Mind Cards binge when I saw this come up on your profile! But for whatever reason, this doesn't grab me the same way your other games did.
Perhaps it could be the lack of persistent progression? This game can end rather uneventfully and lead you back all the way to the beginning with nothing to show for it. While your other games can commonly end with scenarios where defeat is guaranteed, here it tends to be more demoralizing since the number of options we have are extremely limited. We get a random set of starter cards and get one card out of a random set of four, and aside from that we don't have any input about how things go. It's hard to strategize.
The type of play is also quite limited since it's basically colors as the only mechanic. Not a lot of differences in kind to keep things interesting.
Thanks for your comment, it’s really cool that you took the time to write it. And thanks for playing my games :)
You’re totally right, I don’t see a lot of potential for this game. I’ve only had 48 hours to do it, so it’s definitely lacking a lot of depth.
As I detailed on the game page, I was thinking about adding more features but I ran out of time.
I would probably have to change the combat system and add more choices before and after a battle.
This prototype should be seen as a test of new mechanics, not a finished game.
Played your game for half an hour, the visual polish is superb! It's very addictive as well, although not as much as Forward! (probably achievements help gamify that one further) Great stuff!
I might be just bad, but I didn't manage to get past 5 fights - maybe balancing needs a bit of tweaking. My meager high score below:
Thanks a lot for your comment :)
You’re right, the game is too difficult, we have to privilege defense. But still I just added 1 HP to the player, I hope it will improve things.
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"The initial idea was to have cards with different effects..."
You really need that! My opinion is that there is nearly no strategy in the currrent gameplay because:
"The objective is to carefully choose your cards according to the opponent's cards."
The choice is simple school math: taking the expected net damage of a card by assuming equal probability of it facing any of the opposing cards, plus perhaps tkaing into account HP ratio.
It's just way too rng based to the point that I can predict if I'm going to lose a match but it won't be because I didn't perfectly calculate the best hand to choose, it's because the game either gives me bad cards or it picks the worst matchups in the opponent's favor over and over. I think the biggest flaw is having the combat phase be random.
Great game! Super smooth gameplay, and catchy graphics.
I'm a big fan of Forward, which is also hard, but much more winnable. I probably win one out of 6 games of Forward. Here, I've played 30 or so and haven't come close to winning yet. I believe this could use a bit more balance, such as:
Hi there! Love to know you liked Forward, did you have time to check out the Steam page for its upcoming release? You can wishlist if you like it :)
I can win around 1/3 games of forward but have played ten times and the farthest I've gotten is 4 fighters
Please, compile an executable version for PC.
Your game is great :)
I agree with CrowesFeet, maybe you need to add more option before battle.
For combat system, blocks are actually pretty weak. Maybe you should add (success hit + sucess block) - (ennemy success hit + ennemy success block), then the difference hit your ennemy (or you). I may bring more strategu about picking cards.
The shuffle part of the battle is pretty original and fun ! :)
I love your other card games and have been playing them nonstop for days each. If you're still developing them, I have a chunk of suggestions for them.
I just got off a Mind Cards binge when I saw this come up on your profile! But for whatever reason, this doesn't grab me the same way your other games did.
Perhaps it could be the lack of persistent progression? This game can end rather uneventfully and lead you back all the way to the beginning with nothing to show for it. While your other games can commonly end with scenarios where defeat is guaranteed, here it tends to be more demoralizing since the number of options we have are extremely limited. We get a random set of starter cards and get one card out of a random set of four, and aside from that we don't have any input about how things go. It's hard to strategize.
The type of play is also quite limited since it's basically colors as the only mechanic. Not a lot of differences in kind to keep things interesting.
Thanks for your comment, it’s really cool that you took the time to write it. And thanks for playing my games :)
You’re totally right, I don’t see a lot of potential for this game. I’ve only had 48 hours to do it, so it’s definitely lacking a lot of depth. As I detailed on the game page, I was thinking about adding more features but I ran out of time.
I would probably have to change the combat system and add more choices before and after a battle.
This prototype should be seen as a test of new mechanics, not a finished game.
I like your comment, it makes me think :)
Yeah, I agree with Eldar. The game is polished to the brim and its gameplay ideas are really enticing. Difficulty is pretty high, however.
Hi there! I’ve worked on my other game Forward for the past 12 months and it’s releasing early 2022 on Steam :) Hope you like what you see!
Played your game for half an hour, the visual polish is superb! It's very addictive as well, although not as much as Forward! (probably achievements help gamify that one further) Great stuff!
I might be just bad, but I didn't manage to get past 5 fights - maybe balancing needs a bit of tweaking. My meager high score below:
Thanks a lot for your comment :) You’re right, the game is too difficult, we have to privilege defense. But still I just added 1 HP to the player, I hope it will improve things.
Thanks again for your feedback :)