Creature Card Idle
by Playsaurus
Creature Card Idle
Creature Card Idle의 태그
설명
If you enjoyed this, check out my new game at http://www.eternalexodus.com
Idler meets TCG!
Each card gives resources per second. Use resources to buy new packs of cards. Strategize by placing them most efficiently in the play area.
Free with no microtransactions.
Steam version now available for Windows and Linux, with achievements and cloud saves, for $1.99 at https://store.steampowered.com/app/1188260/Creature_Card_Idle/
플레이 방법
Click the card you want to place, and then click where you want to place it. You can also drag cards around.
You can buy more cards on the Shop tab.
Hold CTRL to place a card into multiple slots.
Discord @ https://discord.gg/M3xxsB4
FAQ
Creature Card Idle이란 무엇인가요?
Creature Card Idle은 Playsaurus에서 개발한 방치형 카드 게임으로, 플레이어가 크리처 카드를 수집하고 업그레이드하여 자원을 모으고 새로운 진척도를 해금하는 게임입니다.
Creature Card Idle은 어떻게 플레이하나요?
Creature Card Idle에서는 카드를 수집하고, 이를 자원 생산을 위한 생성기에 배치하며, 카드와 생성기를 업그레이드하여 시간이 지남에 따라 더 많은 자원을 획득할 수 있습니다.
Creature Card Idle에는 어떤 성장 시스템이 있나요?
Creature Card Idle은 업그레이드, 카드 레벨업, 카드 조합, 생성기 개선 등 다양한 성장 시스템을 제공합니다.
Creature Card Idle은 오프라인 진행이 가능한가요?
네, Creature Card Idle은 오프라인 진행을 지원하여, 게임을 꺼도 생성기와 카드가 계속 자원을 생산합니다.
Creature Card Idle만의 주요 특징은 무엇인가요?
Creature Card Idle은 카드 수집, 레벨 업, 카드 조합을 통해 점점 더 효율적으로 자원을 생성하는 카드 기반 방치형 게임이라는 점이 특징입니다.
개발자 업데이트
New game in development: Eternal Exodus
Just wanted to let everyone know that I have a new game in development now called Eternal Exodus. It’s releasing on Steam, PS4, and Switch later this year.
This is a 2D monster-catching RPG, something of a combination between Pokemon, Final Fantasy, and Shin Megami Tensei. Catch & fuse monsters, craft items and equipment, play minigames, and explore a world map full of sidequests as you enjoy a catchy soundtrack and intricate plot.
Some more info is at
http://www.eternalexodus.com
댓글
qrps
Nov. 19, 2019
it would be nice if hovering over a card on a field would show the actual amount with all bonuses/penalties that the card gives
This is a great idea and is next in my roadmap of features to implement. EDIT: this is sort of in place now; it will color-code affected cards to let you know which ones are being affected by the hovered-over card. I'll think about ways to add specific bonus text to the cards in addition to that, if it would be useful.
ToadTod
Nov. 26, 2019
I would really like to be able to hide some cards. Often one card is strictly worse than another, and in those cases, I don't really need to see the cards to know that I don't want to use them.
That's a great idea. On a technical level, that will be easy to implement, but I'm trying to figure out where to put it in the UI.. running out of space... hmm...
fralexandr
Nov. 30, 2019
I feel card upgrades from gems shouldn't add to the card combining upgrade cost.
That should be balanced by requiring more more gems using something like a linear equation for gems.
They should be separate ways to upgrade the cards.
Danaume
Nov. 20, 2019
Wow, the 3rd map is so tiny. I almost feel like I need to break out Window's magnifier for some of the map slots. Might want to consider making the game itself larger so that you don't have to make everything so tiny.
If it's safe to do so, I'll gladly increase the screen size. I've heard conflicting reports about what's too big for Kongregate, so I went on the smaller side to be safe. I don't want it to be slightly too big and ruin it for laptop users, for example. Can someone PM me some more detailed information about what's a safe screen size for the vast majority of users?
vegard20
Dec. 12, 2019
The concept of Plains of War is pretty cool, but it sucks that placement doesn't matter anymore by making it completely static where you can place each card type and not having any horisontal or diagonal synergies.
Would be cool if some monsters and heroes had cleave or splash which hits adjacant cards and maybe boss cards that make nearby monsters stronger, but give greater loot. Some buff cards could also give buff to the monster/hero to its right or left too.
If not changing the whole expansion it would be nice to see more synergies in whatever you have planned next since straight lines remove some of the strategies of the other expansions!
That's planned for the next battle realm, but I wanted to keep it somewhat simple for now because of the large learning curve with all of the new mechanics. Think of it like the difference between Intro Realm and Haunted Woods: there was a lot to learn when you first started playing the game in general, so if we'd started off right with Haunted Woods instead of Intro Realm, things would have been a bit much. ;)