I have few tips/questions: - I have problem with finishing Elementalist challenge. I won final fight with only fire (red), water (blue) and lightning (yellow healing) cards, but challenge hasn't been finished. I tried twice. Are yellow cards also counting as elemental (they should be (air/ether), or it should explicitly be stated that they are not)? Or maybe all the slots need to be elemental? In that case it should be noted in challenge description (But I think that having also all elemental slots would be too dependent on luck during card acquisition). - And maybe you can add card rarity (common, legendary, etc.) and type (elemental/normal) into each card description? - Add possibility to exit to menu from the game (now I have to refresh whole page in browser) - After one game Collector challenge showed to be finished, but in fact it hasn't been, and in challenge list it is still (correctly) unchecked. So it seems to be notification bug after fight. - Allow scrolling through cards list with mouse wheel - How to use egg cards? Adding temporary bonus to slot, but at the same time filling this slot, seems to have almost no use.
The egg cards have two purposes: they can increase their slot value for cards that don't rely on their own slot, and if you upgrade them they will "hatch" into strong cards.
I just beat the Ultimate Goblet mode and am still playing.
My only note is that I think the enemy that steals cards should be pushed to later in the game. I've faced it a few times in the early rounds and on top of it stealing cards I didn't have enough attack to get through it's defense.
What counts as an attack card? I ask this since I got the pacifist achievement with one thorn and one enflame in my deck. Which I thought would mean I had two attack cards.
One of the best games I've played in a while. Good balance, progression, art, replayability. I have no idea how you're supposed to use the different egg cards. For beginner's, it could be good to show what max card/slot sizes are so you don't try to trade only to later realize you will lose something. Very nice job overall!
The game is fun, simple yet deep, visually appealing and challenging. The only problem I had was the enemies. Most of the enemies were just simple attack/block enemies, with just numbers and slots going up. So the challenge was not how to deal with the enemy design, but with the numbers.
Another thing was the hand. You always had the same cards in your hand and that's while not bad, made the game easier and less strategic.
Overall the game was fun and nicely executed. Good job!
Thanks for the feedback. I did consider having a more standard deck/draw system but the idea of balancing that felt to daunting: there is much more variability in what hand you could draw given a certain deck. In the end, I was satisfied with the strategic component of coming up with the right slot/hand composition.
But decks are not out of the question for future versions!
Its better this way I think as you got the slot mechanic. Strategizing cards, upgrades, disables and the card slots is plenty of strategic depth. So far the best random cards I got was a slot that only disabled the opposing side and turtle which x4 or x5 the block to the right they can shape entire runs.
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Great game!
I have few tips/questions:
- I have problem with finishing Elementalist challenge. I won final fight with only fire (red), water (blue) and lightning (yellow healing) cards, but challenge hasn't been finished. I tried twice. Are yellow cards also counting as elemental (they should be (air/ether), or it should explicitly be stated that they are not)? Or maybe all the slots need to be elemental? In that case it should be noted in challenge description (But I think that having also all elemental slots would be too dependent on luck during card acquisition).
- And maybe you can add card rarity (common, legendary, etc.) and type (elemental/normal) into each card description?
- Add possibility to exit to menu from the game (now I have to refresh whole page in browser)
- After one game Collector challenge showed to be finished, but in fact it hasn't been, and in challenge list it is still (correctly) unchecked. So it seems to be notification bug after fight.
- Allow scrolling through cards list with mouse wheel
- How to use egg cards? Adding temporary bonus to slot, but at the same time filling this slot, seems to have almost no use.
The egg cards have two purposes: they can increase their slot value for cards that don't rely on their own slot, and if you upgrade them they will "hatch" into strong cards.
Also please fix this bug:
Oh, upgrading the egg cards, of course! I can't believe I missed it :). Thanks.
I really, really enjoy this game. Great work!
I just beat the Ultimate Goblet mode and am still playing.
My only note is that I think the enemy that steals cards should be pushed to later in the game. I've faced it a few times in the early rounds and on top of it stealing cards I didn't have enough attack to get through it's defense.
Really glad you like it, you can always try to complete all the "challenges"!
And good point on the thief, I'll rebalance it.
What counts as an attack card? I ask this since I got the pacifist achievement with one thorn and one enflame in my deck. Which I thought would mean I had two attack cards.
That must be a bug. Thorn is a bit different to other attack cards and I didn't have it count toward the attack card count properly.
Thanks for catching that!
Really fun game enjoyed the strategy
It's pretty good. a few gripes though:
A. Equality card is overpowered, I can beat the Goblet consitently with it
B. the 'disable two slots' quest is B.S., the other quests are obtional but that one forces you to be handicaped
C. it really hurts when you can't get slots so you can't play any of the good cards that keep being offered.
One of the best games I've played in a while. Good balance, progression, art, replayability. I have no idea how you're supposed to use the different egg cards. For beginner's, it could be good to show what max card/slot sizes are so you don't try to trade only to later realize you will lose something. Very nice job overall!
Thank you so much!
Good point on the card and slot count. I'll figure out a way of displaying the maximums somewhere when picking rewards.
The game is fun, simple yet deep, visually appealing and challenging. The only problem I had was the enemies. Most of the enemies were just simple attack/block enemies, with just numbers and slots going up. So the challenge was not how to deal with the enemy design, but with the numbers.
Another thing was the hand. You always had the same cards in your hand and that's while not bad, made the game easier and less strategic.
Overall the game was fun and nicely executed. Good job!
Thanks for the feedback. I did consider having a more standard deck/draw system but the idea of balancing that felt to daunting: there is much more variability in what hand you could draw given a certain deck. In the end, I was satisfied with the strategic component of coming up with the right slot/hand composition.
But decks are not out of the question for future versions!
Its better this way I think as you got the slot mechanic. Strategizing cards, upgrades, disables and the card slots is plenty of strategic depth. So far the best random cards I got was a slot that only disabled the opposing side and turtle which x4 or x5 the block to the right they can shape entire runs.
Such a great game. So far the mimic fire combo got me two winning runs.
Nice combo!
I haven't even beaten a run yet and this game is fun, you did good on this game. Can't wait for more from you and possible updates to this game!
Glad you like it!
loved the mechanics but was shorter than 5 minutes :Y
Just to check: You didn't stop once the title screen was shown did you? Once you finish the first time there are other levels unlocked.
ohh I didn't see that