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enjoyable game... on two occasions now however i have crashed at around the world 3 bridge (once just before crossing it, and just now, as I left camp for first battle) ...each game was around the hour mark I think, so haven't felt like starting over immediately.
If the game crashes, you should be able to reload the page and continue where you left off. If you do notice a crash, can you screenshot the game and browser console and send it to us? (F12)
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And on the topic of druid: Lightning is all fun and games until you roll <20% four turns in a row and just die. Feels like she needs a consumable for 100% lightning damage.
We're adding some "Ionize" consumables and items to the game that set the Lightning to 100%. And some other effects to mitigate the randomness of it. Next version!
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Reveal might be fun if it wasn't that more often than not it feels like you have no control over what's going on. As is both reveal and mechanics to disrupt enemy game play are far from sufficient when you're facing enemies that deal 50+ damage. E.g. facing the first boss right now as druid with no block items offered so far and all I have is a cycle 1 from his base deck which may or may not stop the boss from getting 4 reds. Either enemy damage needs to be scaled down again or disrupt mechanics need to be way more reliable.
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Came back after a while and really enjoy some of the updates: Enchanting is fun, draw one on daggers is nice. I still really hate the way hard mode works though: Reveal is too much of a premium to realistically get and certain monsters dealing 50+ damage that absolutely have to be reacted to every time makes it impossible to play around when you don't see all cards. E.g. I was just facing a guy doing 58 on an ace with 2 hidden cards. There are very few items that reliably reveal 2 cards every turn.
Reveal is a fun mechanic and I think should be more core to the game, so we're increasing the spawn rate of reveal items. However, it probably won't make the game any easier. For now maybe play on medium? Everything is the same except the hidden cards.
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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.
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!
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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.
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.
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Lots of promise...but watching the enemy pull straight after straight after flush is just...frustrating. And there's no way to guarantee the game isn't just RNG cheating you.
The RNG isn't cheating you. The monsters are balanced so that most of them will hit their hands around 25%-50% of the time, so you can get some bad luck in a row.
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I think coins should be slightly more common. Like, maybe one or even two more per fight. I mean, there are a lot of things to spend them on, and you can barely afford to buy half of them, because you're low on food, or you just spent it on an upgrade, or whatever.
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I very much like this game - very engrossing! I have one big issue, and it's not with gameplay: it needs some optimization. As I play, it starts to bog down big time, using more and more memory, until it's maxing out what my computer can handle, at which point I have to end task and reload the page. It take about half an hour to an hour to get really bad, but the sudden stops it causes with increasing frequency as gameplay proceeds is a gameplay-killer.
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I remember liking this game several months back. Now you have a cooldown on blocking..... Why? It is very difficult to heal in this game. Why did you take away the ability to block ????
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Great game, love it! I do have two suggestions, though. The food distribution could be a bit more generous. I try to get food whenever I can and still managed to run out several times. Also, in the castles, I should not have to click on "Visit shop" and then on "Enter shop". This is superfluous.
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Played this long ago and now my save is lost(possibly because of updates) Oh well guess i'll start over, its not that big of deal, atleast i have something to do this evening.
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also i was wondering why you hadnt released to steam yet is it because of the hassle of geting both versions updated or something similar
Does it still crash? The latest version (31.1) should fix most of the problems. If you're not getting the latest version, go here and press ctrl+shift+R: https://playsaurus.com/kongPokerQuest31 and it will refresh your cache in the game (you can come back here after that).
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A few iterations ago, you clearly stated your win rate was around 5%, and that was the way you intended it to be. I genuinely don't see how. I've played roughly seventy games in the last twenty days, and I've won... twice. That was before the recent update, where I got to the joker with 30 energy and 7 gems, 176/210 life, and within 2 turns I was dead. Because his free draw was "remove 99 energy and 99 gems" for FREE, then he hit me with three attack+poisons. repeat for second round.
Of those 70 odd games I played, nearly a third of them were lost due to starvation because there wasnt a farm or shop on the branch I chose past the first castle. I really used to enjoy this gamebut now I've had enough of it getting more annoying each run through, from lack of food, to getting to the second zone and finding I can buy a first level bag of holding, a dagger, and four items all above 35 coins in price, it's no longer a challenge. I'm done.
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hmm it'd be nice if after i do my daily run for the day, i could keep doing it just for fun even if it didn't track my progress
We'll put this feature in the Custom Runs eventually, but for now you can use the "clearDailyRun" console command. Press ` to open the console. Your daily run won't be tracked once you type this.
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Are the rules on blacksmith frequency working correctly? are there even such rules? My current challenge its looking like I'm going to lose; because I haven't seen one in ages. In all of world 3, and iirc all of world 2, there were no blacksmiths, so I haven't been able to upgrade my weapons. Now I won't be able to get past the boss's regen.
Every world location is spawned by purely random spawn weight rules, so, for better or worse, some runs don't spawn as many shops and blacksmiths. I personally think this is for better, because they are more enjoyable to discover if they are never guaranteed. Unfortunately, this also results in (once in a while) getting an unlucky run.
It's really hard so that most of the time you don't have to spend too long on it, and since you can see where other players got, it's about comparing how far you can get to everyone else rather than trying to win the game. Make sure you check the charts! That said, most dailies are still winnable.
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I just got to level 7 to get the Toad after idk how many hours of gameplay probably 30 in total (I have played this since it was published) and as it put me back into the main menu from dying it suddenly put me in the tutorial.. I don't know why or how this happened but it reset all of my data.. Is there someway to get it back without spending another at least 15 hours of my life playing this?
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wildsmiths seem weak on the whole. occasionally useful, but fairly weak, and often simply not worth it. The biggest issues: many items are simply not worth upgrading (too expensive for limited benefit), so losing a pile of life to upgrade them is just a big loss. And due to random there's no way to avoid hitting those items.
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@zlefin Yes, join PQ Discord and just ask for winrates%. Want to add a disclaimer that the winrates% are unduly influenced by a small subset of the players so you always need to put context, but always happy to have those discussions!
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display bug: I was playing Sorceress; the containment cube got cursed (it already had cards in it), and I was affected by confounded; I took the cards out of the cube, and the color of the "cursed" modifier changed to the one that indicates the item has been used that turn, so I thought I didn't need to do anything else. I ended my turn, and took damage from it anyway.
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Is there win rate/success data for various classes? I'd be interested to know how the actual data compares to my own observations about how strong/weak various classes are.
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after a couple days playing the game got stuck on a dev console, apparently triggered by a wildsmith, that I couldn't close, so I refreshed... looks like I accidentally hard reset :(
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I'm on a run trying to do the challenge "astigmatism" and I used Time machine consumable a few times; it seems like each time I used the item it stacked the astigmatism effect on ALL remaining monsters, up to the end of the game. So they have like 3 more hidden than normal now.
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After the game ends, can we hide the lose screen to see what happened in the last round? Sometimes I lose without even understanding what just happened. .