Jasper is a little crazy broken ahah. I could beat every level up to the 20th in one turn each time with Jasper + Velrach. His attacks would deal 40 + 8× held mana (deal up to 64 dmg). Also since I only played Velrach with Jasper, my enemies only had red mana so I had essentially infinite mana. Could not have lost in a million years.
Still, I really enjoyed the game! Spent hours with these simple but fun game mechaniques. Would love the project to be extended. Especially like the dynamic between burn and poison damage.
This game seemed very difficult trying to play it "normally" but Jasper really trivialises things. Dealing damage for 1 mana while stealing it back (and more) meant I never had to end my turn after the first few levels, and it just escalated from there. Didn't use any other characters apart from the succubus to get past the beginning and become a simulate target for Jasper later.
i just kept grabbing poison power ups n the library to spread the damage to all enemies at increasingly lubricous amounts. deal on average 40 poison per swing to all enemies and just kept clearing the board.
After playing for around 20 hours, here are my thoughts.
It's a really solid concept and is already loads of fun, despite the limited content. I will absolutely be following this game and hoping for a full release.
There were a few things that I found somewhat off-putting, however.
Most notably is that the game reaches a point where resolving all the attacks of a single card played takes... a while. There are 50+ enemies per battle and in one go you can clear out at most 5 of them. That means a minimum of 10 waves. Playing a card takes a second or two, but waiting for it to resolve can take a minute. That's way too long to just sit and wait.
The second thing I noticed was the lack of single target damage. Not that it doesn't exist, however, in all of my runs my characters would end up dealing more damage to enemies other than the primary target.
So simple yet so addicting. I thought I got the perfect run, nearly endless supply of mana, then got cocky and overlooked how much of a threat taunt enemies are...
Great game. Easy to always win on first turn after some time, but there's a lot of potential here. Thanks for sharing, I had loads of fun and gamed way too much on this lol.
Does kind of feel like once you build a powerful enough engine (Jasper+ Poision) then you just sort of... "go infinite", and burn through the entire deck in one turn. Which... doesn't quiet seem like a good thing.
Or... maybe that's just my experieince? But yeah, for the later battles it did very much feel like "Go infinite or go home"
10/10 and for who want my best build(ult) just use the Orc and the succubus upgrade +1 damage to all for Orc and +2 attacks when enemy stun for succubus 250% break the game easy win
It's amazing! I was only going to play a few games, but ended up spending an hour! It's amazing. I was just wondering if you were planning on having it localized to other languages. Because card games and rogue-like games are extremly popular in Spain, and I would love to help you having it localised to Spanish.
i did the same but with Ubredisum, he heals a random ally for every poison, add 2 poison to enemyes who have more than 10 hp and adds poison to every other eney and is GG.
Great and polished game! I do like the slick animations and sounds. I do however find myself always clicking on the cards and then remembering that I always have to drag a card on it, even if it's just arbitrary "continue" or "buy" cards.
Cool game but pretty broken once you get combos. For me, Vbredsium started inflicting poison on other cards, then with jasper stealing mana I felt basically unstoppable -- but THEN I got Vbredsium's ability to give health to allies whenever he inflicts poison! So then I was like, can I even die at this point?
Its a bad plan... and the game doesn't warn you about it... but at the same time, by the time Jasper is an option, you already know what Jasper does... and hence I kind of like the whole "This is a dumb plan. You have the information to know it is a dumb plan. Will you still do it"
Fun game. Bit of puzzle logic and math, but not enough to be annoying. Great art, the only tiny critique I have is that When you drag a card, it's a bit distracting to have it all the way off to the side. In addition, while it's nice that there's a predictable pattern to the battles/rewards/upgrades, it gets repetetive very quickly. Perhaps if you added some sort of goal, or a way to ramp up the action?
I am, quite frankly, obsessed with this game! The gameplay loop is super satisfying and my favourite combo by far is Flame + Jasper. Seeing a long combo of burn, poison and hits go through, is veeeery nice >:)
Dude awesome work here. I went with the most unstoppable build in all games...poison :D Did a solo run, 0 damage taken and just murdered em all. Great work.
This is great fun! I ended up with characters who could cause burn + poison damage + heal so i felt pretty unstoppable which was lovely. Will you be continuing with the game? It's amazing what you've achieved in only 5 days already!
No, I don’t think I’ll continue with this concept. I don’t believe it would work for a commercial game. But I’ve already got my next game in mind and I’ll be using some of these mechanics for sure!
Great game. I did a poison, fire build with the mana thief. The skill that makes the poison guy poison everybody for +1 made it a breeze. Best skill for the thief was to get copies of the mana I steal if it is just one.
Solo Vel sweep (succubus lady), unloseable, she just went over 200 health (205/206) and the game completely and totally freezes, can't interact with it at all I mean I know I broke it either way, but real shame not being able to go further
Cinq jours et tu nous ponds un petit bijou comme ça? Ajoute deux jours de finition et c’est prêt à mettre sur Steam!
RE; "Try never to end a turn!" — I feel like ending the turn when all enemies are stunned is a better strategy a lot of the time, to replenish mana safely instead of burning through everything while you can’t be hurt anyway. Otherwise you start a turn with bigger enemies about to attack and barely anything left to fight them. Abilities that are improved on stunned enemies alter that dynamic, though, and Taunt can really throw a wrench into your tactics if you don’t suppress it before it activates, so it’s a tricky puzzle to solve as the game progresses.
If you can get down to a single enemy, stunning it and ending turns repeatedly can let you farm blues before heading into the next fight. Though I wish we got a free recharge at the end of each stage since we already have to choose between healing and upgrades :)
At first I thought you would necessarily want a party of four for the extra HP, but since the enemy group scales with the size of your own, Jasper & Flame make an invincible combo if you can survive long enough to get the right upgrades.
Having only those two means no one is competing for the same mana color, and Jasper can keep Flame fed with blue until he becomes mostly self-sustainable. After a few burn-stacking and AOE upgrades, Flame can clear the board insanely fast while Jasper intervenes every so often to replenish mana (mainly by tripling the leeching on 1-blue enemies). Now I get what you meant by never having to end a turn! 155 overkill at level 20 killing 3 to 4 enemies per action feels pretty satisfying, except for how long it takes to resolve all the effects triggering and the constant screen shake :P
Quick bug: texts.room-loot-goal is missing when opening a chest.
Hey!
Thanks for your messages and for :) Ca fait plaisir ^^
Yes, you’re right, there are a few problems in the design, like the ones you’re talking about.
It’s funny because it’s a concept I’ve had in mind for a long time, and making this proto brought me face to face with a lot of problems I hadn’t thought of.
I also think that the game lacks synergy between characters, even though this is supposed to be the heart of the gameplay. And it either becomes too overwhelming when you have a lot of effects, or loses its tactical dimension because you don’t really need to think anymore.
Annnyway, I’m still very happy with the final result and proud of the game. I think there are also some good ideas that could be used in future games ^^
Thanks again for your comments. It’s cool to read :)
I have more experience in the board game space, but I completely understand having great ideas that very quickly prove to be impractical when you get to play the first prototype :P My very first one in fact was all about character synergies and boy was it broken! But it had a certain charm that I was never able to capture in my subsequent iterations on the concept. There’s a beauty in smaller prototypes like these where we can explore fun ideas without sweating about everything being super tight :)
There are definitely upgrades that create synergy between some of the characters, like having one that burns and another that adds poison to burning enemies, or one that stuns and another that deals extra damage to stunned enemies, but getting them isn’t a guarantee and the fact that some of them compete for the same color makes it difficult for the player to fully utilize them.
I could go on for hours about potential changes and additions, but I better stop before the game designer in me fully awakens :D Anyway, it’s impressive that there’s already so many party configurations to explore and the balance isn’t totally bonkers with so little time to playtest it. Kudos!
He’s great as far as I’m concerned, with the right upgrades. With some of his damage options, you can basically get free kills on red enemies on top of fueling the other characters’ attacks faster. Until he gets those, however, his usefulness is more situational since you’re wasting a red on getting something else without progressing the fight.
If you mean unlocking him, the game won’t offer you new party members if you already have four. Maybe it does when one dies along the way, though; I’ve only had full wipes so far ^^’
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Aslo the game is broken if u use Jasper and Ubredisum in the same deck, like, i just poison everyone and steal their mana till the end.
I HAVE BEEN IN THESE GAMES BEFORE!!!!!!!!!!!!!!!!!!!!
Wow, where did I lose my 5 hours of life? This game is awesome! But very small =(
Krug smash
Breaking News: Man High On Shrooms Destroys Local Ecosystem
Toxic Fumes From Grape-Flavored Vapes Killed Death!
Your hits have a +25% chance to inflict 3 burn.
(It doesn't stack burns, only the chance)
(The game stopped me from getting maxed)
Local Thief Retires After Getting Hospitalized By Bird and Frog.
This legendary (?) upgrade makes the synergies (burn + poison + repeated triggering) go booooom!
When attacking the enemy in the middle, the first 4 enemies were left with less than -2700 | -4200 | -4200 | -2700 health.
(Due to the varying digit width the last digit is barely visible for two of the numbers and completely hidden for the other two.)
Jasper is a little crazy broken ahah. I could beat every level up to the 20th in one turn each time with Jasper + Velrach. His attacks would deal 40 + 8× held mana (deal up to 64 dmg). Also since I only played Velrach with Jasper, my enemies only had red mana so I had essentially infinite mana. Could not have lost in a million years.
Still, I really enjoyed the game! Spent hours with these simple but fun game mechaniques. Would love the project to be extended. Especially like the dynamic between burn and poison damage.
This game seemed very difficult trying to play it "normally" but Jasper really trivialises things. Dealing damage for 1 mana while stealing it back (and more) meant I never had to end my turn after the first few levels, and it just escalated from there. Didn't use any other characters apart from the succubus to get past the beginning and become a simulate target for Jasper later.
omg you're the drawception mod
That's me!
I wanted to go on a little longer...
GOD
After playing for around 20 hours, here are my thoughts.
It's a really solid concept and is already loads of fun, despite the limited content. I will absolutely be following this game and hoping for a full release.
There were a few things that I found somewhat off-putting, however.
Most notably is that the game reaches a point where resolving all the attacks of a single card played takes... a while. There are 50+ enemies per battle and in one go you can clear out at most 5 of them. That means a minimum of 10 waves. Playing a card takes a second or two, but waiting for it to resolve can take a minute. That's way too long to just sit and wait.
The second thing I noticed was the lack of single target damage. Not that it doesn't exist, however, in all of my runs my characters would end up dealing more damage to enemies other than the primary target.
So simple yet so addicting. I thought I got the perfect run, nearly endless supply of mana, then got cocky and overlooked how much of a threat taunt enemies are...
I played for three hours and didn't even notice the time passing.
Great game. Easy to always win on first turn after some time, but there's a lot of potential here. Thanks for sharing, I had loads of fun and gamed way too much on this lol.
Interesting game, clever mechanics.
Does kind of feel like once you build a powerful enough engine (Jasper+ Poision) then you just sort of... "go infinite", and burn through the entire deck in one turn. Which... doesn't quiet seem like a good thing.
Or... maybe that's just my experieince? But yeah, for the later battles it did very much feel like "Go infinite or go home"
excellent game. unfortunately the game becomes really easy if you only use one hero
10/10 and for who want my best build(ult) just use the Orc and the succubus upgrade +1 damage to all for Orc and +2 attacks when enemy stun for succubus 250% break the game easy win
It's amazing! I was only going to play a few games, but ended up spending an hour! It's amazing. I was just wondering if you were planning on having it localized to other languages. Because card games and rogue-like games are extremly popular in Spain, and I would love to help you having it localised to Spanish.
Beat level 20 feeling pretty satisfied with how strong the poison combo can be.
Very well done, I think you've got something really good going on here.
Lots of potential, hope you can keep working in this!
Nice! It was short and easy, but very enjoyable for that duration. Quite unique in some details.
game froze. spell card is broken. but i still had fun and enjoyed
Pretty fun game
So my game crashed right after this but safe to say I think Im winning lol XD
Full steam version PLEASE!!!!! <3
So turns out Jasper can get "Simulate the attack of ally" twice...
...So if I have a Krug that does five damage to all enemies with every attack and can use it twice for the cost of only one red, things get broken
i did the same but with Ubredisum, he heals a random ally for every poison, add 2 poison to enemyes who have more than 10 hp and adds poison to every other eney and is GG.
more than 500 hp by battle 16.
Great and polished game! I do like the slick animations and sounds. I do however find myself always clicking on the cards and then remembering that I always have to drag a card on it, even if it's just arbitrary "continue" or "buy" cards.
Cool game but pretty broken once you get combos. For me, Vbredsium started inflicting poison on other cards, then with jasper stealing mana I felt basically unstoppable -- but THEN I got Vbredsium's ability to give health to allies whenever he inflicts poison! So then I was like, can I even die at this point?
Can my phone play this game?
So Turns out Poision is a little broken
(I had only used Ubredsium once)
Just wait til you get the one that heals allies when you inflict poison!
"a little broken"
Why can you start with Jasper?
Its a bad plan... and the game doesn't warn you about it... but at the same time, by the time Jasper is an option, you already know what Jasper does... and hence I kind of like the whole "This is a dumb plan. You have the information to know it is a dumb plan. Will you still do it"
Fun game. Bit of puzzle logic and math, but not enough to be annoying. Great art, the only tiny critique I have is that When you drag a card, it's a bit distracting to have it all the way off to the side. In addition, while it's nice that there's a predictable pattern to the battles/rewards/upgrades, it gets repetetive very quickly. Perhaps if you added some sort of goal, or a way to ramp up the action?
Overall a pretty good game.
You can kinda fix the card being off to the side when you zoom in/zoom out on your browser
I cant get past the first choose your path. It wont let me pick up the card.
0Did you drag drop your hero card on it ?
I tried to buy I couldnt even pick up my hero card
I am, quite frankly, obsessed with this game! The gameplay loop is super satisfying and my favourite combo by far is Flame + Jasper. Seeing a long combo of burn, poison and hits go through, is veeeery nice >:)
It is most delicate card game with great potential that I've played in itch.io.
The combat is very unique and the art style is great,too.
The poison and the manna thief character's combination is powerful and I use it reached to the 18th level.
Hope you can Refine the game and I can see it one day on steam!
Played this game for a solid 3 hours without realizing it.
Dude awesome work here. I went with the most unstoppable build in all games...poison :D Did a solo run, 0 damage taken and just murdered em all. Great work.
This is great fun! I ended up with characters who could cause burn + poison damage + heal so i felt pretty unstoppable which was lovely. Will you be continuing with the game? It's amazing what you've achieved in only 5 days already!
Hey! thanks for playing, glad you like it :)
No, I don’t think I’ll continue with this concept. I don’t believe it would work for a commercial game. But I’ve already got my next game in mind and I’ll be using some of these mechanics for sure!
Thanks again for your kind words :)
Ah great stuff, I'll keep an eye out for it. :)
Great game. I did a poison, fire build with the mana thief. The skill that makes the poison guy poison everybody for +1 made it a breeze. Best skill for the thief was to get copies of the mana I steal if it is just one.
This one was 5 minutes
Solo Vel sweep (succubus lady), unloseable, she just went over 200 health (205/206) and the game completely and totally freezes, can't interact with it at all
I mean I know I broke it either way, but real shame not being able to go further
Oh yes, there are definitely bugs. In 5 days, I haven’t had time to really test the game properly.
Cinq jours et tu nous ponds un petit bijou comme ça? Ajoute deux jours de finition et c’est prêt à mettre sur Steam!
RE; "Try never to end a turn!" — I feel like ending the turn when all enemies are stunned is a better strategy a lot of the time, to replenish mana safely instead of burning through everything while you can’t be hurt anyway. Otherwise you start a turn with bigger enemies about to attack and barely anything left to fight them. Abilities that are improved on stunned enemies alter that dynamic, though, and Taunt can really throw a wrench into your tactics if you don’t suppress it before it activates, so it’s a tricky puzzle to solve as the game progresses.
If you can get down to a single enemy, stunning it and ending turns repeatedly can let you farm blues before heading into the next fight. Though I wish we got a free recharge at the end of each stage since we already have to choose between healing and upgrades :)
At first I thought you would necessarily want a party of four for the extra HP, but since the enemy group scales with the size of your own, Jasper & Flame make an invincible combo if you can survive long enough to get the right upgrades.
Having only those two means no one is competing for the same mana color, and Jasper can keep Flame fed with blue until he becomes mostly self-sustainable. After a few burn-stacking and AOE upgrades, Flame can clear the board insanely fast while Jasper intervenes every so often to replenish mana (mainly by tripling the leeching on 1-blue enemies). Now I get what you meant by never having to end a turn! 155 overkill at level 20 killing 3 to 4 enemies per action feels pretty satisfying, except for how long it takes to resolve all the effects triggering and the constant screen shake :P
Quick bug: texts.room-loot-goal is missing when opening a chest.
Hey! Thanks for your messages and for :) Ca fait plaisir ^^
Yes, you’re right, there are a few problems in the design, like the ones you’re talking about. It’s funny because it’s a concept I’ve had in mind for a long time, and making this proto brought me face to face with a lot of problems I hadn’t thought of.
I also think that the game lacks synergy between characters, even though this is supposed to be the heart of the gameplay. And it either becomes too overwhelming when you have a lot of effects, or loses its tactical dimension because you don’t really need to think anymore.
Annnyway, I’m still very happy with the final result and proud of the game. I think there are also some good ideas that could be used in future games ^^
Thanks again for your comments. It’s cool to read :)
I have more experience in the board game space, but I completely understand having great ideas that very quickly prove to be impractical when you get to play the first prototype :P My very first one in fact was all about character synergies and boy was it broken! But it had a certain charm that I was never able to capture in my subsequent iterations on the concept. There’s a beauty in smaller prototypes like these where we can explore fun ideas without sweating about everything being super tight :)
There are definitely upgrades that create synergy between some of the characters, like having one that burns and another that adds poison to burning enemies, or one that stuns and another that deals extra damage to stunned enemies, but getting them isn’t a guarantee and the fact that some of them compete for the same color makes it difficult for the player to fully utilize them.
I could go on for hours about potential changes and additions, but I better stop before the game designer in me fully awakens :D Anyway, it’s impressive that there’s already so many party configurations to explore and the balance isn’t totally bonkers with so little time to playtest it. Kudos!
Well done! I like the direction this is going. You are a good game designer.
Thanks!
Really cool and polished concept, I could tell immediately it'd be right up my alley.
Am I crazy or is there no way to actually play the mana draining "starting hero"He’s great as far as I’m concerned, with the right upgrades. With some of his damage options, you can basically get free kills on red enemies on top of fueling the other characters’ attacks faster. Until he gets those, however, his usefulness is more situational since you’re wasting a red on getting something else without progressing the fight.
If you mean unlocking him, the game won’t offer you new party members if you already have four. Maybe it does when one dies along the way, though; I’ve only had full wipes so far ^^’
My point is you can't win the first fight with him because he does no damage, despite being available as a starting card
Oooh yeah he really shouldn’t be a solo pick. The game only lets me use Velrach on a fresh save. so it hasn’t been an issue for me.