Sir_Valimont's Comments

Game comments and reviews

Storm Wars

Nov. 18, 2025

3

Comments are back up after some time down on Kongregate. :) Hope everyone enjoys the game!

Poker Quest RPG

Sep. 01, 2020

0

One other thing to note is after playing a while (Mac Catalina / 16GB laptop / Firefox), the game crashes so badly the entire computer needs to be reset. Some very bad memory leak. Happens consistently. Just noting to be helpful.

Developer Reply

The Firefox version has a memory leak that we haven't found a fix for. If you switch to chrome, it's largely not a problem. We're also working on the downloadable version runs a lot better!

Poker Quest RPG

Aug. 31, 2020

1

It's a fun game but the use of the standard deck of cards as the source material ends up being more of a limitation than a feature ... would be more fun with a more changeable / interesting set of source cards. Still an interesting and fun game.

Developer Reply

You can upgrade your cards with enhancements at the Temples and Churches... But we don't want to modify the deck. That would ruin the game for so many people who like to have the knowledge transfer between games. I understand you might want to change the deck, but then the probability calculations that you have to do (which are core to combat) would change, and it wouldn't feel as good to learn them because the skill from practicing it wouldn't transfer.

Rogue Fable III

Jul. 25, 2020

2

Not sure to what extent this is still being developed / bugfixed, but one notable bug is that the Flaming Sword, even though melee damage, doesn't count for melee lifetap.

Dozenbear

Jul. 22, 2020

1

The level design given the simple mechanics is very clever and much more complex than some might realize.

There Is A Bomb

Jul. 22, 2020

-3

I'd say 5 more seconds need to be added so it's not quite so tight once you know what to do ... but fun little concept either way.

Something of a hidden gem. Very well designed. There are obvious top-level areas for improvement (e.g. make the map something you can actually move around) but for a small card game it's really very, very well done from a number of perspectives, including basic mechanics design and the difficulty curve. Lots of fun.

Creature Card Idle

May. 07, 2020

3

One other comment is that given all the early cards talk about buffing things left, right, up and down from themselves, once items come into play that say "all adjacent" cards, it's not remotely intuitive to expect it also means that it affects cards in the diagonal directions as well (also not standard for grid-based card games incidentally). No worries - the mechanic itself is good - just needs clearer indication.

Creature Card Idle

May. 07, 2020

1

The transition from tier 1 to tier 2 is needlessly easy the first time through, because tier-2 cards only come in large packs. Make some lower-cost lower-quantity tier-2 packs and you can even increase the growth curve if you like. Make your content go farther. As it is no one will ever use the low-level tier-2 cards on the first playthrough.

Guardia TCG

May. 07, 2020

-1

One final final comment :) - Spell cards should get played by the opponent BEFORE the player has to choose a battle card, exactly the way the player shows spells before the opponent plays. There are plenty of effects that are altered and "sniped" otherwise, reducing strategy. For example, a vampire can only drain when the opponent has no shields, but AFTER selecting a vampire to battle against a shieldless opponent, the opponent can use a spell to gain shields instantly, then battle with something else. Not a good system!

Developer Reply

Vampire actually still drains even if the opponent has shields. It just damages the shields. It may seem a little wonky but it's the best way to set it up

Guardia TCG

May. 06, 2020

0

One final comment and the most important one: The prices for packs are WAY too expensive. You can reduce drop rates of good cards if you're worried about content longevity; but at the moment playing 10 games to earn 1000 gold takes far too long, because games themselves take a long time. Generally it's also problematic that most opponents won't play you again immediately after you play them, so once you've played 5 or so it's actually tough to find another opponent to play that you can actually beat. Always remember in designing this type of game that you need players to feel like they are making progress with *every single game they play.*

Developer Reply

I have been trying to keep a good balance so that players would be able to steadily grow over time. I have a rework for rewards in the upcoming update. Thanks for the feedback.:)

Guardia TCG

May. 06, 2020

4

Overall has some potential. One way the game would be MAJORLY improved would be if card backs INSIDE of games were colored according to element, so you could see what elements your opponent was holding and the element-versus-element aspect of the game actually had some strategy to it. ---------- Good luck, I will follow your progress.

Guardia TCG

May. 06, 2020

0

Some simple UX improvements: • Make it clear what cards are what rarity, by actually writing the rarity - or at least the first letter - somewhere on the card description. Also enable filtering by rarity. • It needs to be possible to concede games. • It needs to be clear in the rules that when you run out of cards the deck is reshuffled (or maybe this rule should be changed so that stalling opponents actually does something - milling effects are completely meaningless otherwise). • Generally, the responsiveness of the interface especially inside of matches needs to be improved. It's quite clunky and slow right now and games take too long as a result.

Developer Reply

Since launch I have had issues with performance with guardia, though I'm starting to think it may be because of being browser based. The cards do have a rarity defined by color, but I didn't have anything to explain the system in game. It will definitely be added in this huge update!

Tiles in Between

Mar. 19, 2020

1

Interesting mechanics idea, decent level design, fun graphics, appropriate music, good difficulty curve. A couple of things to work on for next time: • The controls aren't great: jumping is awkward on the way down - gravity should kick in more "gradually" so the jump arc is smoother. • Platforms shouldn't move unevenly. • The top-of-screen clipping is too immediate (there should be a free-space gap above the screen if there are going to be levels where platforming near the top is necessary). • The animated refresh between deaths doesn't work well for levels where the player starts on the right side of the screen. A fun platformer and overall good game.

Frugal Knight

Mar. 05, 2020

42

Great, great game. The subtle design of weapon costs is very clever. The level design is great too. Simple mechanics but synergistic complexity of those mechanics.

Developer Reply

Thank you so much!

Economical

Feb. 24, 2020

1

4th track is just SO megaman ... fun game. Simple with good level design and decent challenge level. Very well done!

Warper

Feb. 18, 2020

4

Fun game, cute story, interesting puzzles. One bad piece of UI is that immediately upon death the Retry and Level Select menu comes up, and is also navigated using the same directional arrows as game movement. This has as result that levels where tricky moves are required and often result in death that the player constantly clicks an extra time and returns to level select instead of being able to start again. Needs a fix -- probably just don't give Level Select as an option on death, rather just restart the level and have Level Select come in in the pause menu (as most games do).

Pawnbarian

Feb. 18, 2020

1

Has gauntlet been removed ?

Pawnbarian

Jan. 20, 2020

11

Perhaps Blight should disappear after a turn or two. It's a bit too excessive at the upper levels, making the difficulty curve unbeatable. Interesting and fun concept overall though for sure.

Factory Balls forever

Jan. 18, 2020

-22

Level 13 is actually bugged. There are two ways to get the correct answer and one of them doesn't register.