This is a good start to the game's development. Having cards and equipment interact with each other is fun, and the limited item slots leaving a stage makes it so every run into a dungeon offers a choice between grinding for exp or just grabbing what you need and getting outta there. I also appreciate how the crafting system is superior to buying items in the shop, but not an outright replacement to it.
That said, it is a bit rough around the edges. The game's difficulty curve is a bit odd. Normal enemies become farmable far before the boss of the same stage is, which makes thay choice of "exp vs items" I mentioned early became a choice of "Do I farm the one I can't complete, or the one I can?" But that means gold is hard to come by, since you do need to clear the level to get coin. Which makes improving your deck a bit awkward, as CP is only used to buy packs, despite that you can get CP really fast by just selling cards you don't need.
Also, when I opened the game today my save was gone, and I don't know why. I don't mind restarting, nature of playing a game still in development, but I'm just confused if it was a side effect of updating (as I don't remember the Login button being there), or if my phone did a funny.
Hi Dixo! Firstly, thank you for your comments; they mean a lot to me. I'm delighted to hear that you've been enjoying the game.
Unfortunately, I've been making updates to the data structure, which is why your save was lost. Over the past month, I've been working on integrating the game with Google Play (If you're interested in participating in a closed test, please let me know at sapusgames@gmail.com).
This current version is essentially the prototype of my idea. In the future, I'll focus on developing the full version, enhancing visuals, improving the user experience, and adding more content while keeping the core of the game. Therefore, updates to this prototype version may not be frequent, mainly for bug fixes and to release it on the Play Store.
Regarding the difficulty you mentioned, there's still work to be done in terms of balance. The intention is for players to feel the need to farm some stages to progress. And you do can earn gold without completing a stage, thanks to the option of retreat, which grants you experience points and the gold you've collected thus far in that stage. What you don't receive are items and card points, for which you need to defeat the boss.
I would be happy to read any more comments or suggestions you may have. Thank you for taking the time to share your thoughts; it's a great source of motivation for me to keep moving forward.
I'm glad to hear that every major issue I saw is already in the process of being worked on or has some design intentionality the game is being built around. I do enjoy the game, so the closed beta sounds very attractive to me. I'm looking forward to further development and plan to give additional feedback as I see things I feel are worth mentioning.
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This is a good start to the game's development. Having cards and equipment interact with each other is fun, and the limited item slots leaving a stage makes it so every run into a dungeon offers a choice between grinding for exp or just grabbing what you need and getting outta there. I also appreciate how the crafting system is superior to buying items in the shop, but not an outright replacement to it.
That said, it is a bit rough around the edges. The game's difficulty curve is a bit odd. Normal enemies become farmable far before the boss of the same stage is, which makes thay choice of "exp vs items" I mentioned early became a choice of "Do I farm the one I can't complete, or the one I can?" But that means gold is hard to come by, since you do need to clear the level to get coin. Which makes improving your deck a bit awkward, as CP is only used to buy packs, despite that you can get CP really fast by just selling cards you don't need.
Also, when I opened the game today my save was gone, and I don't know why. I don't mind restarting, nature of playing a game still in development, but I'm just confused if it was a side effect of updating (as I don't remember the Login button being there), or if my phone did a funny.
Hi Dixo! Firstly, thank you for your comments; they mean a lot to me. I'm delighted to hear that you've been enjoying the game.
Unfortunately, I've been making updates to the data structure, which is why your save was lost. Over the past month, I've been working on integrating the game with Google Play (If you're interested in participating in a closed test, please let me know at sapusgames@gmail.com).
This current version is essentially the prototype of my idea. In the future, I'll focus on developing the full version, enhancing visuals, improving the user experience, and adding more content while keeping the core of the game. Therefore, updates to this prototype version may not be frequent, mainly for bug fixes and to release it on the Play Store.
Regarding the difficulty you mentioned, there's still work to be done in terms of balance. The intention is for players to feel the need to farm some stages to progress. And you do can earn gold without completing a stage, thanks to the option of retreat, which grants you experience points and the gold you've collected thus far in that stage. What you don't receive are items and card points, for which you need to defeat the boss. I would be happy to read any more comments or suggestions you may have. Thank you for taking the time to share your thoughts; it's a great source of motivation for me to keep moving forward.
I'm glad to hear that every major issue I saw is already in the process of being worked on or has some design intentionality the game is being built around. I do enjoy the game, so the closed beta sounds very attractive to me. I'm looking forward to further development and plan to give additional feedback as I see things I feel are worth mentioning.