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(+1)

Really fun game! I got a bug where if all the enemies die at the beginning but the number of enemies is greater than the number of hero turns (speed), it throws an error:

```

Uncaught RuntimeError: function signature mismatch

```


(+1)

A Beautiful and great game, but sadly full of copyrighted music

(+1)

This is cool for a prototype but needs a lot more development for a sustainable game loop.

  • Numbers need to have an impact beyond "bigger == better".
    • Some numbers could be linked in pairs.
    • Extending that, while breaking with the visually cool concept of card snippets, I think having something that increases (and/or lowers) multiple stats could make building a card much more interesting.
    • Battles (or a future relic mechanic) could come with modifiers that prevent you from playing certain numbers based on your or the enemy's last turn(s).
    • Powers could interact more with numbers
  • HP need to grow in order to foster more interaction.
    • Having a character die after 1 turn should be a deliberate (or desperate) choice, not the default for anyone without damage resistance.
    • Likewise, the only alternative to damage resistance is being able to oneshot multiple enemies, who lack HP as well.
    • Against bosses/elites, both HP and turns are basically irrelevant and only damage matters.
(1 edit) (+1)

I might just be a bit slow, but what exactly do the yellow numbers on the card mean?

EDIT: turns out I missed the tutorial button lol

(+1)

LOL I won or "survived"

(+3)

I feel like....the correct answer is often just "Put all the biggest numbers on the right card"?
Like, there's definitely some strategy, but the fiddlyness of having to reclick the numbers every round when like... fundementally the decision making is "Pick the biggest numbers" feels a bit weaksauce.

(+2)

Biggest issue is cause you can't have multiple heroes, so it ends up such a simple bruteforce.

(+2)

Cool prototype, often feels like "have this specific card or die" at times though


All the path being shown on screen at the same time is a bit overwhelming at first.


Also being unable to replace or remove card pieces made defeating elites pointless once I filled up every party slot

(+1)

game flitched round 2 and deleted my speed and then i could no longer atack. lost.

(2 edits)

I got the same bug, it happened to me twice in a row.

After setting HP and Speed, if you remove the HP, it also removes Speed, but without giving it back.

Other bugs I found:
- I had a +1 HP item, got Intimidation and I lost the former while not getting the latter.

(+1)

Thanks for finding bugs!

Love the gameplay. Really fun. 

(+2)

Very beutiful art and incredibly creative concept for a game. Really want to see this evolve and grow!

However, it does feel like it needs to evolve. Currently the strategy ends up being to simply use the bigger numbers when they are avaliable. Same thing when selecting new card pieces. While some abilities are very interesting, they are entierly dependent on your character having enought life to survive and attack (except for the knight, wich ended up being very good)

The difference in power between regular enemies (can't lose against them) and elite enemies (you are almost guaranteed to lose life) is elso very jarring

The extra abilities you can grab, while powerful, also felt unbalanced. Specifically the one that reduces enemy attack since, as I said, your heroes surviving for longer is extremely important. Also might have found a bug, the skeleton that increases its own attack would bring it to "it's original attack + 1", even when debuffed

Overall, love the concept and can't wait to see more, but still needs a lot of polish

Love the concept and I want more game!

(1 edit)

At least in the web version the sound volume is insanely loud and it resets to 50% volume whenever you start a new run/go back to the main menu. I had to drop it to 5% to get around the expected audio levels.

Edit: nvm, windows installed an update without asking, I had to reconfigure EqualizerAPO as a result. But the whole "resetting to 50% is still an issue".

I hate it when windows does that. I've had a nice scoring session on Cubase crash on me, losing work, when windows decides it's the best time to install drivers in the background even if windows update is paused for another two weeks. Even had a blue screen once.

really fun, actually. 

finished! very good game
there is some things I like and some I don't.
the "path" seems too free, no real constraint with the possibility to switch every time.
missing the possibility to switch part of cards when you are full is a bit frustrating, especially in the last part of the path.
the "basic soldier" seems a bit overpowered compared to the others.

interesting idea to be able to pick attributes. i would wish to be able to swap attributes and quick pick them. and i would wish to be able to replace attributes with better ones you come across.

it also does feel a bit unbalanced to me right now.

(+1)

There's a glitch where if you change your mind and switch a card part, the turns-for-attacking card part disappears, making it unselectable that turn.

If you don't have any more turns-for-attacking card parts, you just cant send heroes until the next turn and take damage or die.

Very infuriating glitch.

(+1)

Yep. Here's a screen shot. Speed just disappeared and never returned.

(+3)

Being unable to spawn more than one hero in the same turn but the enemy can have multiple is awkward. Feels a lot more constraining, especially because you get vulnerable to the enemy possibly killing the hero and then having a spare attack remaining, regardless of whether you have 3 strong heroes ready to defend.

(+2)

Am I missing something? I don't know how to discard card parts I don't want (like low dmg/atk). It seems like dangerous enemies give worse rewards, if it locks you into worse card parts.

(+1)

If you kill all enemies on the first turn, the game glitches and doesn't end the battle. (did this with deal atk as dmg to all enemies at start, blacksmith ability)

It isn't a big issue, as sending a 2nd hero resolves the bug and ends the battle. (This probably still should be patched.)

(+1)

Had the game crash once when an ability killed all foes before the first attack

(+1)

This is a very good game, the possibilities to add to this are endless, The concept of the game is amazing, well you might be able to quit your day job soon, I really enjoyed the game, no complaints, only praise. 

Very nice

(1 edit) (+1)

fun game! did you know that in the blacksmith, you can get 2 of the same upgrade? I got 2 vampirisms. Also, getting 2 of the same aspect, where one is just better is annoying (like getting a 3 attack and 4 attack) is annoying, maybe ensuring they are all different? that way there are 4 aspects and 3 choices, so there is always only 1 missing.

Also, curse is pretty op against bosses: making it deal a bunch of damage instead, or not work on bosses might help

(+1)

Yes, the rng and mechanics are very simple :)

If this becomes a full-fledged game in the future, then the rng will be redesigned and the code will be redone!

Lots of fun. I hope you continue developing!

Would love multiple levels and places along the route allowing you to scrap pieces of cards. Could be nice to make it harder to stay in the center path with more elite battles there. 

(2 edits)

the tutorial text: Localization.tutor-a number, instead of an actual tutorial. I assume this is a bug.

Edit: managed to fix by manually change the language.

Edit 2: after the turorial, the text boxes got messed up again. fix the same way

Nice game!

Some gameplay and a touch of critique ;)

Really fun, I hope you add a other boss! Do you have any ideas for that yet?

(+1)

So far, it's just a prototype. If there are any ideas, it may develop into a full-fledged game.

so cool!

survived for now... great game play, really enjoyed it. 

1. Of course I understand there are tons of stuff to be completed. The most annoying bug is that the pop up diplay only shows the first item that my crusor touches, any it kept stay there whatever I subsenquent point to. 

2. Regarding Game play, it quickly becomes a game to build sufficient full equiped heroes, and will be boring afterwards.

Look forward to further updates and developments! (For instance, there is indeed poision attack, but its not really unnoticeable in the current version)

Thanks for the feedback!

1) Fixed in the new update.

2) You're right, so the status is "Prototype", feedback is important.

(+1)

Nice game. A little unforgiving (or maybe bad RNG)


Glitch when playing  on browser: whenever I  hover over any upgrade path or rewards selection all the options just say the same text of the first card I  hovered over. So, if I    hovered over "increase max hp" then all the cards will also say "increase max hp"

Thanks for the feedback! Fixed in the new update

Done.

This is really good!!

Cool idea

Realy nice. I survived, for now.

This is a lot of fun! Very well done—the animations are beautiful and it's fun creating different builds with just the different pieces of cards! Very well thought out and executed!

(+1)

Followed after playing Dungeon Raid, got the email for this one.

This one is really good too, just finished playing it. Some points I have:

- In the end, the ultimate gameplay strategy turned out to be having enough heroes to cover the each other cooldowns. If you had full rooster you could keep sending bodies to the meat grinder until your enemy falls. Kind of boring gameplay.
- When choosing your card, the process became: 1st picking the right hero for the situation, 2nd stuffing it with the highest stats and buffs you had. It would be much more interesting if the stats and buffs were more situational and needed strategy to be picked too. For example, by having specific synergies for specific class powers.
- The roguelike aspect of choosing your path felt inconsequential in that if you stayed on the middle path you could always choose whatever room you wished. After clearing the room with the prize you wanted, all you had to do was going back to the middle path again and you could always get any room you like. I think this mechanic could be improved as in having forking paths that allowed access to some rooms and blocked others. This would force the player to optimize his pickings to what he needed more.

Still, great game. Thanks for sharing! 

You are absolutely right, that's why the status is "Prototype", feedback is very important.

Thanks!

I really like this idea, great game!

You guys absolutely killed it with this one! I've been following for some time because of Dungeon Raid, and this is another certified banger! I can't wait to see what future updates you guys have for CardCraft :)

ta bien

(1 edit)

lets see how good this is: edit OOOOOOOOOOOOOOOOOO IT IS GOOOOD