Thanks for the feedback Everyone!
@james-joubert Thank you! Those games were definitely an inspiration for the design choices made here. I've always enjoyed that genre of game and wanted to try my hand at it! Much Appreciated!
@ggross Thats something I thought about for future versions of the game! Not sure how much that would change the feel of the game, but its definitely a mode that could be implemented and turned on/off at player discretion!
@brovovar @rubinshki Thanks, I appreciate it! Im glad you liked it! Thanks for checking it out and giving it a try!
@cosmonautical @john-wuller @bytinggames @elros @muzakefron Having a larger variety of cards was initially the plan (and remains the plan for future versions), but had ran into implementation issues and a close deadline so I had to drop them last minute so I could have something functional to present on time. But I agree, there is something currently lacking with just the basic movement cards.
@borgi The issues with having movement as a card type was definitely something I considered. I agree that it is a bit tedious outside of "combat" situations when you just want to get to a specific tile or the next room. (Admittedly, I had a "WASD" movement mechanics during development because it was much easier to get around and test with"). Initially, I had planned have having cards that allowed moving multiple spaces to help make up for this but could not finish those mechanics in time. In the end, I added the "End Turn" button as a way to hopefully mitigate some of the tediousness so that players could cycle through cards faster hopefully making movement a little easier.
@fastandblast I had considered having separate cards for attack early on, but then I got worried about deck bloating. if you have 4 movement types and 4 attack types (one for each direction) that could result in going a couple of turns without drawing the specific direction needed which would feel frustrating. Then, if/when other cards are added, it makes it less likely that you draw the specific attack or movement card that you need in a situation which could incentivize players not to pick up new cards (not that there is much incentive with the current card variety, but in future patches). But, maybe it would just take some testing and fine tuning to make work, definitely something to be considered in the future!