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There is a combo problem: I hit with the orderly axe of poison using 8,9,10, causing 27 points of poisoning, but it is a 3 cards straight so it is supposed to do 50%+100%, this is 27/2+27, that should be at least 40 points. Disappointing that the 100% is worth the same as the 50%.
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Or maybe the recovery effect is still there, but it doesn't show up as still being active. After it appeared to vanish, I used the item that granted recovery again, mid-turn. The text saying "recovery 1" vanished, but I'm now getting the recovery effect after both the first and second card used per turn.
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Very good game, original (especially for the standards of kongregate) and with great dynamics. I can't wait for some new updates, I think some perks or upgrade to give to the characters after winning some achievements would be awesome and would keep the fame fresh. The only disappointing aspect is the food mechanic: it is too much a question of luck, if you do not encounter any farm you will lose and every time you find one farm you have to use it thus, to me it looks just a penalization that you always have (i.e. spend chips or, in the worst case game over).
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Just ran into a glitch where a castle's titan casino charged me 4 gold every time I pressed the button without letting me play the game. Thought the browser was frozen or something until I noticed my poor money going down :(
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Bug (or at least I consider it a bug): Returning stashed cards activates enflamed & hexed, but does not remove cursed.
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Continuing on about equipment options, I'm currently looking at 2 similar items. Both: require 2 cards, Enflame sumX1, cost 20. Differences: one requires a flush and provides no bonus opportunity, the other is any 2 cards with bonus for pairs. Neither is bad, but the one that is any cards with a potential bonus is clearly a much better choice, so these should not be the same price.
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My inventory was significantly altered. I am playing rogue, but my core gear seems to be replaced with the gear of the hunter.
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I keep seeing comments that you're going to make the game easier, please don't, it's a good level of difficulty for a rogue game. Just remove the useless equipment, because it's gunking up the stores. There's good equipment already, there just shouldn't be garbage getting in the way of purchasing it.
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3 guaranteed shops & blacksmiths (6 total, plus other buildings) on Easy means you can't even get enough gold for them to be useful. Suggest cutting that down to just something like 6 guaranteed random-ish buildings. Just finished a short Nightmare, it was appropriately difficult ("finished" in that I died on 2-10).
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More ways to heal please, or more cost effective ways. I can get to high world 3/early world 4 consistently, but with no ways to heal I have to enter fights with next to no health and inevitably lose!
Good concept, I like it a lot.
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This game needs some serious prestige/restart currency. My knight made it to world 3-something, died, and restarted with 0 progress. Some sort of reward-per world- should be in order, such as free equipment upgrades at start, extra currency. etc
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Rewards/healing doesn't scale well at higher levels. You barely survive and get to world 4 and everyone has 400+hp and you are at 50hp. Not enough ways to heal.
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AI is bad, it will attack lower than your block rather than blocking against damage if the attack has a lower probability of happening.
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I can't find a way to spend my energy whenever my character has two options aviable (like the class ability and escape boots)
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I found a definite conflict of interest... or at least something very interesting to ponder..... church of spades in castle hearts !
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Curse can affect cards in cooldown, which can kill you quick with how powerful they tend to be (ironic considering that most Block items have a cooldown).
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2 requests on the map screen: add a zoom, and don't center on the player's current position, put the player's current position all the way to the left by default. There is no need to see what is behind me.
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games like this are the reason I go to Kongregate. Truly a breath of fresh air. great mechanics, complex system, great replayability. As others have mentioned, could benefit from some polishing - tutorial, clearer instructions, more gradual progression of difficulty, but this is already a fantastic game and has to potential to become a true masterpiece in my humble opinion. Adding a compelling story (who is the protagonist and why are they going 'East'?)
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OK, I've officially found the most useless of useless items. "The Shiny Seven", only activated with the 7 of diamonds, only does 7 poison damage... COST 20?
Most other items are at least OK, that one is terrible. Seriously, trash that in an update.
Please also revisit all of the damage bonuses. Another item that takes any 3 cards: bonus damage only on 3, 4, & 5 Suited, at 200%, so in the very unlikely event you get 3, 4, & 5 Suited, you'd only be doing 36 damage, so that's barely better than just any 3 high cards.
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Deekay86: given that the game is described rogue-like, this means that carry over from previous games tends to be against the design philosophy (other than what you learned of course). unlocking the other heroes already gives you progress (into harder to play heroes to be sure ;-) the rest you just have to do in game! just finished an extremely tough game on medium medium with the huntress, had my diamond cardss at +6 but only draw 7(last two fights) and 4 items. I ate two dogs that game and ended on 0 food!
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Would be nice to start off with more cards. Feels like you need to be pretty far into the game to actually have ability to strategize.
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Great gameplay and concept, but the difficulty and progress does not scale well with progress. It's very easy to get past the first world, but soon enemies gain extra cards per draw, while you're stuck with two cards each draw. Worse yet if you don't find any shops with items that allow you to draw extra card, then you're pretty much screwed for that run. Also, damage doesn't scale up well, since your basic sword is always stuck a the sum of two cards, and any upgrade bonuses only go to pairs (rare) instead of a base damage multiplier, or letting you stick multiple cards together. Other items like the spear where you can put multiple items together become much more powerful with time.
Also, how do you unlock extra card slots? I've played through more than a dozen times (gone furthest to world 4-13), but never figured out how to unlock card slots.
Great gameplay over all, just needs some balancing to the difficulty!
You can unlock 1) more equipment slots and 2) card draw in the "Character" screen. The next version will be quite a bit easier too, and contain a tutorial that explains this. I think lots of players are missing it.
Try it now! We made several changes to make things more legible. I know there are still a few places that are difficult to read but we'll be working on those too.
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I'm feeling like upgrade chances are too rare, I've been going through with very few upgrades at all. There's plenty of stuff to spend money on anyway, but it's definitely odd that I can go through an entire world and not see a single blacksmith.
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I would love some kind of Prestige System, where you can earn Skillpoints by completing Runs. For example upgrades for card values, shop discount, max cards, earned chips, health etc.
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The wizard seems the coolest character. I want to play her. Sadly, she can only play the first world. The big boss (hexagon) is hard enough with other characters: trading punches as it sets everything on fire. But being able to hex everything every turn for free completely nullifies the wizard's playstyle which relies very heavily on storing cards, which you can't do with the constant, unavoidable hexing. If you use your storage, you don't gain anything and are just gifting cards to the enemy!
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good start, needs more features of progression, monster health scaling needs to be reworked and be nice qol to simplify resources/remove food
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the "cannot be blocked" mechanism is quite game breaking since there's no combat healing (atleast that i have seen after a few hours of playing the game)
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from developer:"However, after your first run it will be 100% random :)"
so if we die in fist run without learning mechanics next run will be even more punishable?
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it just does this idk if it helps
User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/78.0.3904.97 Safari/537.36
Build 4295
ERROR - Uncaught TypeError: Cannot read property 'set_bitmapData' of null
Build 4295
Called from window.onerror (https://playsaurus.com/kongPokerQuest7/PokerQuest.js line 3621)
ERROR - Uncaught TypeError: Cannot read property 'set_bitmapData' of null
Build 4295
Called from window.onerror (https://playsaurus.com/kongPokerQuest7/PokerQuest.js line 3621)
Called from window.onerror (https://playsaurus.com/kongPokerQuest7/PokerQuest.js line 3621)
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Closer to the end game becomes utter nightmare: your damage growth can't keep up with your opponent health, battles become 10-15 rounds drag. All the while enemies mostly become "if they hit - you're dead" because of hexes and charms. Thus only viable tactic - poison/curse(curse is better) + 4 round stun sword/3-4 stun by ability. And then they die. Slowly. And then you pray to found enough shops to cover your need in gems/energy.
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Nice game.
Random things I noticed:
-Purchasing food from shops only adds 1 food, not the amount it says
-Scalpel is not spelled "scaple"
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Bug Report: I cannot enter my email to receive updates because when I press the @ key it opens some sort of debugger, which then stops me typing, and if I press it again to turn it off, it makes me restart typing my email lol