Really great game! My first run with the knight ended at floor 16, but the second with the vampire I managed to beat, although it was really close (if I didn't get berserk and rest in the shop before the boss I'd be dead).
I can't wait to see what kind of updates you release for this game, it has great potential! Wishlisted on Steam <3
Vampire is DEFINITELY easier than knight, due to the stress recovery mechanic. (and the bite mechanic 3-shotting the boss if you save it and only use it on the boss) And also more loot because food doesn't spawn? (not sure)
At the end, I had to fight a boss with 100 damage and 100 HP. I would’ve lost if I didn’t have two Berserk cards and only 6/64 HP left on my character.
Honestly, it’s a great game to spend some time with. I’ll be keeping an eye out for updates and will recommend it to some friends so they can try it too
Hi! I just started the game (browser build) for the very first time (version 0.3), but I have localization issues and when I click the first button (which should be "play" I guess) the game does not start.
I see this error in the browser inspector when the play button is clicked:
KeyNotFoundException: Language not found: Italian
at Assets.SimpleLocalization.cl.zm (System.String a)
Great, I confirm that it works now. Played the demo and loved it! As a quick suggestion, I think that fighting common monsters isn't too rewarding in the current version: an enemy costs HPs and "weapon durability", but when defeated it does not give big rewards to the player: I'd try to tweak this a little bit.
Great demo, I love the aesthetic and feel. You're onto something here, but I have some ideas.
First, at least with the default character, it just takes too long for the game to get challenging, and too long for that challenge to escalate. The difficulty curve is also too constant... Having a mini-boss every third or fifth floor before the shop would make things more dynamic.
pretty cool, mechanics were simple enough for a dummy like me to understand. i did get a small bug with stacking of the cards in hand after i played a card, but then it reset itself to normal after another turn
I loved it! Extremely addictive and I played it over and over again, I would play a run and not even realize that 40-50 minutes or sometimes more had passed, my weakness is roguelike card games, and I wish to do one one day
how can i start im pressing with my mouse but its not working :( (nvm its working now i just needed to swith from american to china and back to american)
Sorry, is it a bad comparsion? I feel like Balatro has like satisfying movement of things (at least for me idk) and that's why I compared it to this. Cause I feel there is a lot of polish and just well done interaction with the cards here.
Ohhh wait I just realized, I kinda can't read lol. I thought your message said "The comparison with Balatro is not my favorite." not "in favor" welp. Its late, brain shutting down. But nah this is done very well.
If I could make a suggestion, I think there should be a catalogue in the menu for the final bosses and their skillsets. Given the time it takes to get there, it feels really unfair when I used the scout card at room 30 and died immediately upon using it. That, or maybe a "you died to [x]" in the game over screen, because I have no idea what I was supposed to do in that situation. Thanks!
I think the knight ability should do half damage or even less (or maybe reduce armor ) because he is too OP. I literally oneshot the boss and my armor almost never decreased.
I was a little confused by the Ring of Balance: It "increases hunger by 1.5x but decreases HP by 2x." Aren't increased hunger and decreased HP both bad things? Why I would I want a relic that has all negative effects? I must have misunderstood what it does.
(I understood it to mean that your hunger will now increase by 1.5 when it previously would have increased by 1, and your maximum HP will be reduced by half. Both of those effects seem catastrophic, so I've been avoiding the ring until I can figure out what it actually does.)
I was also confused by the Whip: "each card opening deals 1 damage to all enemies on the board."
Does it damage all enemies, including enemies that have not yet been revealed? Or does it damage only the enemies that are visible? I wasn't sure which effect the ring had--and it makes a huge difference.
I think some of the confusion may be coming from the terminology: Right now, it feels like a double negative when the interface talks about decreasing hunger (which occurs in the absence of food). Modifications to the scale add another difficulty, because it's not necessarily clear whether the modification applies to the resource itself, or to the resource requirements--and those two possibilities have opposite effects.
If the interface were to switch from "hunger" to "food" consistently, I think the confusion would mostly disappear. For example, the interface could say that 1 food is consumed when revealing an enemy card, rather than say that hunger increases by 1 when revealing an enemy card. When the resource scale is modified, you could say that food is now worth 1.5 times its previous value (or, even more simply, that you'll be given 1.5 times more food). I think that very minor change would clear everything up.
pretty fun! I would add some more fun cards that make me feel strong like I am doing something great, like extra damage or other power moves (rather than having me just reducing stress or reclaiming hunger - things that are less fun to have happen).
also not obvious that I can hurt enemies by just clicking on them? but only sometimes?
the key and exit cards seem to be just taking up space unless you have plans for them to be a choice later or something.
The main idea was that you need to find not just the exit, but also the key to it (i.e. you need to find two cards to get out). But I'll think about how this can be changed
It definitely affects the gameplay: If the exits are always unlocked, then you can get sometimes lucky and have the option to leave from the very beginning. If you need *both* the exit *and* the key, then it's much less likely that you'll be able to bypass an area prematurely.
If that's desirable--to force the player to confront some of the dangers before they move on--then it could become an explicit requirement:
A strong way to do this would be to have the exit appear only after all of the monster cards have been defeated.
A weak way to do this could be: The door is always visible, but it remains magically sealed until a blood sacrifice has been paid. The blood sacrifice might equal 75% (or 50%?) of the total health points of all the monster cards. Once the requisite blood has been spilled, the magically-sealed door opens and the player is allowed to leave. If the player is *really* desperate to get out, perhaps they could spill their own blood instead--to add some strategy to the game? (Sometimes all of the monsters get activated at once, and then it might make sense for a player to sacrifice most of their own health to open the door, rather than be killed.)
But the keys work, too. The keys *do* make it unlikely that the player will be able to immediately bypass an area.
It was my first thought to make the key appear after all the monsters died. But I wanted to leave some randomness, so you could pass the floor by opening the key and the door at the same time:)
I've noticed that I generally want to clear the entire dungeon in hopes of finding food or weapons, but not always: sometimes I know there's only misery left, and then it can be really helpful to have an unlocked door to flee through. You can sometimes get that unlocked door with your key/door system, whereas a blood-quota system would *never* give you an escape route until you've fought the monsters. I think the keys are working as intended.
I find the scaling of enemies, armor, and weapons to be well done across floors.
I do have a mild annoyance when it comes to understanding how vampire bite damage changes, or the unarmed damage of the knight, a tooltip on unarmed damage and so on would be awesome!
I think the trouble is that you need a steady supply of food and weapons. If you hit a drought on either, then you will quickly die. The available of the things you need is random, so whether the game feels easy or hard is essentially left to chance.
On the other hand, that's part of what makes the game addictive: you never know how things are going to turn out.
Your long-term strategy is guided by your need for resiliency: You have to collect whatever supplies and artifacts will most likely help you weather a drought in some key resource.
There are some strategies that help, even in the absence of supplies and artifacts--which I think is fun to figure out.
Pretty fun game, I was able to play it on my mobile device, While the game isin't too long to finish and even then I died at the end, it seemed pretty easy to understand how to play even though I was kinda hoping there would be a pause menu but overall good game for it being my first ever mobile game to play off of itch.
I played the game on the itch.io website: I'm running Firefox on a Linux desktop with Mint and XFCE installed directly on physical hardware, and there was no lag for me. Just thought I'd mention it.
I wonder if there is a way to remove the curses that you accrue when your stress bar fills up? Right now, it seems like your best strategy is to just restart the game when you become afflicted--because the play times are so short (so the cost of restarting is low), and the curses are so devastating (so the cost of continuing is high). If there were some way to *remove* a curse, though, that could tip the cost-benefit ratio enough to keep people playing even after they've been cursed?
I just wanted to say that I'm not restarting every run: Out of my first three runs, I was killed on the first two, while I was still figuring out how things worked. I got very badly cursed on my third run, after an extended famine right out of the gate, before I could get any real resiliency. The curses snowballed pretty quickly into an unwinnable game. On the fourth run, I was very careful to manage hunger and weapons, and--with a bit of luck--sailed through to the end.
Yes, I'm thinking about it. In the comments, they suggested sacrificing relics. I'm still thinking about spending the maximum number of lives. For now, I'm thinking it would be better to
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Haven’t played anything like it before so it was a new one for me.
Looking forward to the full release!
Thank you for your feedback and waiting for the full version!
Really great game! My first run with the knight ended at floor 16, but the second with the vampire I managed to beat, although it was really close (if I didn't get berserk and rest in the shop before the boss I'd be dead).
I can't wait to see what kind of updates you release for this game, it has great potential! Wishlisted on Steam <3
Vampire is DEFINITELY easier than knight, due to the stress recovery mechanic. (and the bite mechanic 3-shotting the boss if you save it and only use it on the boss) And also more loot because food doesn't spawn? (not sure)
I agree, the game's quite nice.
But the knight seems easier to me:)
Thanks for the feedback! I will try to make more interesting mechanics in the full version.
Really, really good stuff. Captures the feel of blobbers in a different setting, and it's nice to have a card game that isn't an RLDB. Wishlisted.
Thanks!
Balatro type of game haha
Oh, if only :)
The game is really fun and entertaining!
At the end, I had to fight a boss with 100 damage and 100 HP. I would’ve lost if I didn’t have two Berserk cards and only 6/64 HP left on my character.
Honestly, it’s a great game to spend some time with. I’ll be keeping an eye out for updates and will recommend it to some friends so they can try it too
Thank you for your feedback!
I'm glad you enjoyed it and had a great time:)
hi! ive just found this game-- really good stuff. i wanted to ask, is the browser version any different from the installable version?
Hi!
There is no difference between the versions. Versions were created so that everyone can choose what they want
Quite fun! Definitely needs a few mini-bosses or stuff, difficulty curve seems too linear.
OR change it so that there's only 15 or 20 levels, the game is a little too long for the few new mechanics introduced.
Would be also nice to buy a card/inventory slot for 20-30 gold also.
I tend to have 30+ gold by the ends of runs just awkwardly sitting there, lol.
Thanks for your feedback and ideas!
Meta progression is currently under development. The balance will also be changed!
Hi! I just started the game (browser build) for the very first time (version 0.3), but I have localization issues and when I click the first button (which should be "play" I guess) the game does not start.
I see this error in the browser inspector when the play button is clicked:
KeyNotFoundException: Language not found: Italian
at Assets.SimpleLocalization.cl.zm (System.String a)
[0x00000] in <00000000000000000000000000000000>:0
Hi! I'm sorry about this bug:(
I'll fix it within an hour
Fixed!
Great, I confirm that it works now.
Played the demo and loved it! As a quick suggestion, I think that fighting common monsters isn't too rewarding in the current version: an enemy costs HPs and "weapon durability", but when defeated it does not give big rewards to the player: I'd try to tweak this a little bit.
Great! I'm glad everything is working.
Thanks for the tip, I'll think about what I can do
Finally finished it - boss scared the heck out of me :D Fantastic game.
Thanks! And have fun running:)
Great demo, I love the aesthetic and feel. You're onto something here, but I have some ideas.
First, at least with the default character, it just takes too long for the game to get challenging, and too long for that challenge to escalate. The difficulty curve is also too constant... Having a mini-boss every third or fifth floor before the shop would make things more dynamic.
Thanks for the feedback!
There is no meta-progression yet, but it is already being done. It's a good point about mini-bosses!
you are onto something here. Hope it make it to the market
Thank you. I hope so too :)
I like this game,thanks for the experience
I'm glad you enjoyed it!
Amazing game! The animations, art, and gameplay are brilliant. Bravo!
Thank you for your kind words!
pretty cool, mechanics were simple enough for a dummy like me to understand. i did get a small bug with stacking of the cards in hand after i played a card, but then it reset itself to normal after another turn
Thanks for the feedback!
I will try to fix this small but unpleasant bug
Very fun!! Can't wait for the full version :]
Thanks for the feedback!
It's great that you're having fun!:)
this game is really fun, I've played it so many times now
I am very glad that you enjoy the game!
neat game, kinda reminded me of rogue: monster sweeper.
i'd like to see more monster cards interaction tho.
Thanks for the feedback!
I've never heard of this game, I'll have to try it :)
OMG! I did it!
Congratulations!
I loved it! Extremely addictive and I played it over and over again, I would play a run and not even realize that 40-50 minutes or sometimes more had passed, my weakness is roguelike card games, and I wish to do one one day
Thank you for your feedback and kind words!
I GOT MY FIRST WIN
CONGRATULATIONS!:)
how can i start im pressing with my mouse but its not working :( (nvm its working now i just needed to swith from american to china and back to american)
Hmm, is this some kind of bug:(
What operating system do you have and which browser do you use?
If you still want to play, it's better to try the portable version
already found out how to unbug myself i already said dat i edited my post it was just dat it had no language so it didnt work
I'm glad it worked. I'll fix this bug later.
Thanks for the tip!
I really love this game!!, I can´t wait until the final release!!
Thanks for the feedback and congratulations on a successful run:)
nice
Thanks for the feedback!
this game is AWESOME !!!!
honestly a must try.
thank you for making thia amazing game
╭═════════💜═╮
🇮 🇱🇴🇻🇪 🇾🇴🇺
╰═💜═════════╯
Thanks so much!!! :)
Game is awesome. Hard but super addicting considering how simple it is. Can't wait for it to come out on steam
Thank you for your feedback!
The difficulty will still be balanced through meta progression, so that each player can "customize" the difficulty
Wow nice this is really good, feels really nice to just play. Kind of has that Balatro card feel lol
The comparison with Balatro is clearly not in my favor, but thank you!:)
Sorry, is it a bad comparsion? I feel like Balatro has like satisfying movement of things (at least for me idk) and that's why I compared it to this. Cause I feel there is a lot of polish and just well done interaction with the cards here.
This comparison is very pleasant! But I feel that I am far from Balatro in terms of quality
Ohhh wait I just realized, I kinda can't read lol. I thought your message said "The comparison with Balatro is not my favorite." not "in favor" welp. Its late, brain shutting down. But nah this is done very well.
😂
Thank you!
Really impressive and fun game. I will continue playing this title.
Wow, this is the first video :)
Thank you so much and have a nice game!
Love this game! Lost an hour on it!
I'm glad you like the game:)
me when I activate a noise trap and 5 enemies appear (I know I'm cooked)
Have a nice run!:)
Thanks for the game! It's very good: it's well made and fun to play.
Thank you for the pretty words. I'm very glad that you like it!
If I could make a suggestion, I think there should be a catalogue in the menu for the final bosses and their skillsets. Given the time it takes to get there, it feels really unfair when I used the scout card at room 30 and died immediately upon using it. That, or maybe a "you died to [x]" in the game over screen, because I have no idea what I was supposed to do in that situation. Thanks!
Thanks for the feedback!
I think it's to show the boss and his ability at the beginning of the run. Or to reveal his ability after the first death from the boss
I think the knight ability should do half damage or even less (or maybe reduce armor ) because he is too OP. I literally oneshot the boss and my armor almost never decreased.
I agree it's very easy when you understand the right tactics
i think tattered wizard hat is kinda confusing like it should say an enemy card doesn't increase hunger instead of saying it doesn't take food.
Good point! Will be fixed:)
I was a little confused by the Ring of Balance: It "increases hunger by 1.5x but decreases HP by 2x." Aren't increased hunger and decreased HP both bad things? Why I would I want a relic that has all negative effects? I must have misunderstood what it does.
(I understood it to mean that your hunger will now increase by 1.5 when it previously would have increased by 1, and your maximum HP will be reduced by half. Both of those effects seem catastrophic, so I've been avoiding the ring until I can figure out what it actually does.)
I was also confused by the Whip: "each card opening deals 1 damage to all enemies on the board."
Does it damage all enemies, including enemies that have not yet been revealed? Or does it damage only the enemies that are visible? I wasn't sure which effect the ring had--and it makes a huge difference.
Only visible. But this relic will be balanced
Increases (decreases) the value of the scale. In other words, increasing the hunger scale is a good thing :)
I think some of the confusion may be coming from the terminology: Right now, it feels like a double negative when the interface talks about decreasing hunger (which occurs in the absence of food). Modifications to the scale add another difficulty, because it's not necessarily clear whether the modification applies to the resource itself, or to the resource requirements--and those two possibilities have opposite effects.
If the interface were to switch from "hunger" to "food" consistently, I think the confusion would mostly disappear. For example, the interface could say that 1 food is consumed when revealing an enemy card, rather than say that hunger increases by 1 when revealing an enemy card. When the resource scale is modified, you could say that food is now worth 1.5 times its previous value (or, even more simply, that you'll be given 1.5 times more food). I think that very minor change would clear everything up.
Yes the text will still be processed
Thanks!
pretty fun! I would add some more fun cards that make me feel strong like I am doing something great, like extra damage or other power moves (rather than having me just reducing stress or reclaiming hunger - things that are less fun to have happen).
also not obvious that I can hurt enemies by just clicking on them? but only sometimes?
the key and exit cards seem to be just taking up space unless you have plans for them to be a choice later or something.
Keep up the good work!
agreed that keys and exit door cards seem to be doubled to do nothing interesting. perhaps keys are tk unlock a treasure chest for loot instead?
Thanks for the feedback!
The main idea was that you need to find not just the exit, but also the key to it (i.e. you need to find two cards to get out). But I'll think about how this can be changed
It definitely affects the gameplay: If the exits are always unlocked, then you can get sometimes lucky and have the option to leave from the very beginning. If you need *both* the exit *and* the key, then it's much less likely that you'll be able to bypass an area prematurely.
If that's desirable--to force the player to confront some of the dangers before they move on--then it could become an explicit requirement:
A strong way to do this would be to have the exit appear only after all of the monster cards have been defeated.
A weak way to do this could be: The door is always visible, but it remains magically sealed until a blood sacrifice has been paid. The blood sacrifice might equal 75% (or 50%?) of the total health points of all the monster cards. Once the requisite blood has been spilled, the magically-sealed door opens and the player is allowed to leave. If the player is *really* desperate to get out, perhaps they could spill their own blood instead--to add some strategy to the game? (Sometimes all of the monsters get activated at once, and then it might make sense for a player to sacrifice most of their own health to open the door, rather than be killed.)
But the keys work, too. The keys *do* make it unlikely that the player will be able to immediately bypass an area.
It was my first thought to make the key appear after all the monsters died. But I wanted to leave some randomness, so you could pass the floor by opening the key and the door at the same time:)
Yeah, that makes sense.
I've noticed that I generally want to clear the entire dungeon in hopes of finding food or weapons, but not always: sometimes I know there's only misery left, and then it can be really helpful to have an unlocked door to flee through. You can sometimes get that unlocked door with your key/door system, whereas a blood-quota system would *never* give you an escape route until you've fought the monsters. I think the keys are working as intended.
Really fun! Enjoyed my run a lot. Modifiers per Floor could be a fun plus :3
Thank you for your feedback!
I'm glad you enjoyed it :)
Interesting game. I like it. I think it should be harder though.
Thanks for the feedback!
Yes, it will most likely be more difficult. I am currently working on the meta progression so that the difficulty increases and it will be interesting
I find the scaling of enemies, armor, and weapons to be well done across floors.
I do have a mild annoyance when it comes to understanding how vampire bite damage changes, or the unarmed damage of the knight, a tooltip on unarmed damage and so on would be awesome!
A detailed tutorial is currently in development:)
I think the trouble is that you need a steady supply of food and weapons. If you hit a drought on either, then you will quickly die. The available of the things you need is random, so whether the game feels easy or hard is essentially left to chance.
On the other hand, that's part of what makes the game addictive: you never know how things are going to turn out.
Your long-term strategy is guided by your need for resiliency: You have to collect whatever supplies and artifacts will most likely help you weather a drought in some key resource.
There are some strategies that help, even in the absence of supplies and artifacts--which I think is fun to figure out.
Pretty fun game, I was able to play it on my mobile device, While the game isin't too long to finish and even then I died at the end, it seemed pretty easy to understand how to play even though I was kinda hoping there would be a pause menu but overall good game for it being my first ever mobile game to play off of itch.
Thanks for the feedback and kind words! The balance will be reworked. The tutor will appear in time:)
mouse is lagging behind which makes the game feel awful. might be a nice game if this is changed
Thanks for the feedback!
Wow, first comment on mouse lag O_o
What browser are you using (if this is a problem in the web version)?
I tested it on firefox and with linux executable. Both are laggy
I am running kali with xfce. Nothing else was lagging at the time
I probably can't help you in any way, I tested the build on all available PCs and everything worked fine:(
I'll try to figure it out, but I can't give you hope that I'll fix it.
I'm sorry:(
I played the game on the itch.io website: I'm running Firefox on a Linux desktop with Mint and XFCE installed directly on physical hardware, and there was no lag for me. Just thought I'd mention it.
Thank you!
It could be cool to have a way to remove one stress 'trauma'
maybe buying it in the shop
Thanks for the feedback!
I'll think about how best to do this, because when buying in a store it is very easy to remove the negative status
or by sacrificing one or two 'relic'
Oh, that's an interesting idea:)
Thank you!
I wonder if there is a way to remove the curses that you accrue when your stress bar fills up? Right now, it seems like your best strategy is to just restart the game when you become afflicted--because the play times are so short (so the cost of restarting is low), and the curses are so devastating (so the cost of continuing is high). If there were some way to *remove* a curse, though, that could tip the cost-benefit ratio enough to keep people playing even after they've been cursed?
I just wanted to say that I'm not restarting every run: Out of my first three runs, I was killed on the first two, while I was still figuring out how things worked. I got very badly cursed on my third run, after an extended famine right out of the gate, before I could get any real resiliency. The curses snowballed pretty quickly into an unwinnable game. On the fourth run, I was very careful to manage hunger and weapons, and--with a bit of luck--sailed through to the end.
Yes, I'm thinking about it. In the comments, they suggested sacrificing relics. I'm still thinking about spending the maximum number of lives. For now, I'm thinking it would be better to
When i try to play the game on my cromebook this happens
also i cant press the play option!
Oh, it's too bad that this happened. No testing on chromebook :(
Try downloading the portable version of the game