Had to be away for a while so here's a big message replying to y'all:
@nathalia-hohl The balancing was heavily leaning on the RNG unfortunately, I had to choose between getting a vertical slice of what this project could be and user experience and I chose the former ^^" I'm well aware of how the latter is what matters the most in the end, but getting something solid was somewhat more important to me. Thanks for your comment! =]
@nosfer Thanks! Hopefully there will be a bigger thing, and, if so, it'll definitely have a smoother difficulty curve.
@pythooonuser Thank you! If anything, I couldn't leave the entry without attempting some cool VFX ^^"
@gurbx Thanks! Yeah, I've already noted how much some more feedback is needed, both for LoS and enemy health
@jalik The RNGesus wasn't too kind on you I'm afraid ^^" The level generation doesn't occur with any specific strategy in mind, so unfortunately these things happen in the compo submission. Thank you for you kind words nonetheless!
@lairinlair Haha, I'm really humbled to hear that ^^" Thank you so much for the comment, hopefully it'll end up as something complete at some point!
@trigueiro Thank you! Yeah, the card canceling is the most requested feature (hence why I released the post-compo version where that's already fixed)
@chicomcastro Thank you! Should development continues, there will definitely be some more polishing and a lot more depth to the gameplay. Defintely gonna fix the action canceling and length text too π
@anoushcat Thanks for the kind words! Maybe you got a bad level, but either way the level generation is too random to help ^^"
@besto Those are some good suggestions, thank you! Should I develop this further I'll definitely dive more into the deck-building mechanics to add more layers of strategy :D
@alexrose Thank you Alex! While this version had a very limited number of levels, the overall vision would be for the game to be a roguelite, hence the going back to the beginning. Should the overall gameplay was more balanced and you actually gained something after each run, the perma-death wouldn't be so punishing.
@seabirddigital @samsdevlog Thank you both for the kind words!!
@hugo-kieffer Some overall progression indication is definitely needed, you're right! Maybe not a scoring system, but definitely something that makes you feel that you've actually progressed. Thanks for your comment!
@moritz-jaeger Thank you! The most likely scenario is that this won't be the standard way of attack, but even if it's a bit overpowered, the game is fairly challenging and punishing as it is ^^" If development continues I'll definitely explore the combat system a lot more.
@sharks Thanks! No, in the compo version there's no way to cancel an action, though it's apparently the most popular request ^^" Post-compo version has that fixed, but it wasn't an essential bug for me to fix in the compo version, so the people rating the game should take that mechanics issue into consideration.
@johnnysix @wzqxrys Thank you both very much, really appreciate it =]
@gamescodedogs Thank *you* for playing! :D
@aryanjumani Yeah, balancing was given too much love in this submission ^^" The overall concept is for the game to be a roguelite, hence the health not regenerating + the perma-death. Doesn't make much sense in the compo since there aren't any actual upgrades or gains from when you finish a run, though ^^" Nevertheless, thank you for your kind words =]
@larsspawn Hah, thank you so much!! =) Definitely humoring the idea of further developing it, in which case balancing and content are definitely gonna be explored further π