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I really love the game. and I have found the "gauntlet" but there's one thing I don't understand -- why is only one pawn converted to a queen (leaving the rest as regular, even if you leave and come back) to the top row?
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Sweet game. I had one problem though. I was doing pretty good, but then i was dealt a hand of 3 pawns. There was an enemy in front of my pawnbarian and I couldn't move. I don't know if that is fixable or you just call that a check mate for the computer player. I have almost defeated the Shaman.. Maybe a few more runs.
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awesome game. some free ideas; deck manipulation (ie being able to buy more pieces), larger board, more levels or worlds with specific enemy types, floor tiles (conveyers, teleporters). all of these will add complexity though, and your game has an elegence unfound in a lot of works, good job and good luck
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I just won the game, and it's awesome. I love it. Only thing you could do to improve is to at the end of the campaign, save, and then try to beat a harder one. The objective with the ladle is a little bit dumb though.
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The game froze twice on me now. Using Firefox, Win 7, desktop PC. Reset worked first time. Menu worked this time and now it's unresponsive.
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A truly unique approach with easy to digest gameplay. Five stars from me. A bit short and unbalanced, which is fine considering that it's still in development. Looking forward to more.
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Maybe to even out the randomness make it 2 coin to change a random card in your hand with a random card in your draw pile, up to once per turn? One coin would be 'fair' in that if you'd have to end each round one turn earlier in order to be cost effective, but is probably much too powerful, especially since aoe costs like 5 coins and that is at a guess only twice as powerful. 3 coins is the same as avoiding 1 damage, but theres risk associated with it, so 2 is fair, I think
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On the next run I also just beat the whole game, on the new balance patch, without ever collecting any gems!!! I have no clue how i managed to do that when on the 3 runs previous to it I had run out of moves, but I guess i just got super lucky and thought really well. Anyways, that officially exhausts my ideas for how to unlock the secrets
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Beat it in the new balance. Still a great game, and making it better to get the aoe stuff certainly changes the strategy
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Now that I've finally won it...fun, but frustrating, because strategy means less than having the right upgrades available, and the right cards to start a floor. Start with the right cards, and you can clear the floor first-turn; find the right upgrades and you can survive the more punishing floors. If you get the wrong cards, the wrong upgrades, then clearing levels is slower...which gives you fewer coins to buy the upgrades, even if they are the right ones.
My suggestions: Maybe make all upgrades available on any floor? Maybe allow the player to "stash" one card per level that can be played (once) instead of one of the three options? Maybe regenerate to three hearts every level (or 3+ however many have been purchased)?
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Game crashes a lot and i might know what causes it. I'm playin on PC and mah mouse is on the verge of death, it double clicks a lot with me only doing 1 click. The game always crashes when i select a card and my mouse goes wild with extra clicks. Maybe double clickng while dragging is what causes it. maybe.
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Meh, winning is far more luck than skill. It's possible to win on the first try or get bad luck and play 30 times before winning. Interesting idea but as it is now, this game lacks good balance. Skill factors so little into playing that there is no point is trying to win more than a few times.
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It's a lot of fun to play, but it does have some flaws. Mainly, it's too lucky. Right now, the optimal way to play is to keep restarting until you can beat level one in one move, which requires you to get a cantrip or splash in your starting hand, and then either another cantrip or a rook/knight, or both, depending on if you get the yellow or blighted capybara. Then, you want to restart if the first shop doesn't have an affordable cantrip. The random draw combines poorly with the countdown mechanic within this sort of tight gameplay, especially with such an all-important upgrade store. If I was designing this, I'd add some kind of draw mitigation mechanic, such as a mulligan or discard-and-draw option. Despite this, I ended up playing it several times, and beating it a few times, too.
I have to concur with what someone said below, that this would work really well in a larger setting, such as a dungeon. I can see some potential for a Bindinf of Isaac-style dungeon crawler.
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Very fun and challenging game. I'd love to see expand beyond 7 floors. Or even beyond 1 room at a time, have floors with multiple rooms.
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Great concept with a really simple mechanic. I hope you can continue to further develop this game. More maps (larger sometimes), blocked tiles, different enemies and different effects on the cards are all great upgrades that would certainly bring me back for more gameplay.
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4/5. Was shopping in the final shop before the end when the game froze. Will definitely be back, was fun, even though I hadn't yet taken a hit.
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I love card/rogue games like this. There's an element of chance, tactics, and then strategy for how you spend your money. I'd love a level generator or just more content. This is a cool game and cool mechanics.
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This might be a glitch, but after beating the final level, you can move to the top center to play the final level again. I was able to beat the final level three times in a single run and finally died on the fourth attempt. This is where a scoreboard would come in handy, especially if monsters had a point value.
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So far have beat 20+ final floors in a row via glitch. Did it w 4 hearts, 5 shields, 5 cantrips and 2 splash. In the final level you want to play as safe (slow) as possible unlike prior levels. Priority #1 is knock out the Blight Matron as they will blight the whole board making no where safe. Never take a kill if you don't have a clear cut path to no damage escape, much better to spend a few turns running away.
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this is one of the only games I can spend ages on even though I keep losing the only other games I can do that on is a few 20$ games and this is only a demo very good job and i would recommend to make a few minigames like that to put in the game like a daily puzzle or something like that to keep people hooked on the game for longer and to keep coming back every day also please tell me if I worded this right and if this is helpful because this is my first review I couldn't find if there was an actual review space
Hey, it absolutely is helpful. I don't respond to all feedback, unless specifically asked a question, and even then I sometimes forget. However, rest assured that I read and consider everything. Thank you!
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Great game, needs badges.
Would love if there were more varied sounds for the enemies, can help to more quickly identify the monsters you're facing, in addition to polishing them with a little bit more character.
Very great game! Great concept and well executed.
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Really great game. I was a bit sceptical at first but now I'm pretty hooked and loving the gameplay style, it's got a huge amount of variety and potential. Especially for different game modes, where you could access different upgrade styles or gameplay styles. I would recommend trying to filter in a keypad option since there's some issues with the mousepad at points. You could use tab to cycle through options, space to select and arrow keys to choose directions - just a suggestion!
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apparently splash damage is dealt BEFORE you kill the piece you are capturing, leaving this piece room to spawn or run.
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Really like the idea for a chess-based roguelike! Quite a fresh idea from what I can tell. Upgrades are pretty unbalanced as many have noted already and I basically only took cantrips too, even for 12, lol. There are some bugs though, I'm pretty sure? For the first few times, my pawn move couldn't capture and on one occasion I couldn't attack backwards and thought that was a thing due to the spikes on the head only pointing forward. Other than that, I'm excited to see what this will become, keep up the work! :D
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Also I can't capture the ladle i've worked so hard for, this is an outrage!
(joke for those who think i'm actually being serious)
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Excellent bloody game concept, I love it. If you add in enough content to keep the game replayable over a longer period (though the seed for that is there absolutely), then I'm freaking buying this no doubt.
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Very imaginative and a great challenge! Took me a few hours to beat it. 5/5 from me, looking forward to more of your games.
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Awesome game, but balancing will seem tricky.
Because cantrip always redraws you always 'miss out' on a card - So you want your deck to be a mix of cantrips with other goodies thrown on (armor, damage AoEs), and completely dead cards (that you won't play).
Cantrip is especially necessary for snowballing upgrades - they let you clear boards faster and thereby get more money. Damage AoEs can also help, but Nimble/Champion status will make a lot of AoEs wasted. Cantrip also helps your board since there are less turns for Blight to build up.
I did a runthrough focusing on Cantrips > Shields > Anything on a card that already has Cantrip, and ended up having a heavy pawn/knight focus (since they can get promoted to Queen and Queen + Knight = maximum options)
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Good game, but I'm a little disappointed that I couldn't pick up the treasure at the end. Yeah, I know I don't need it... but I WANT it.
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Great game, really like the concept, pretty original and while it´s simple it took me quite some number of runs to complete. One idea for improvement from my side - make the enemies more distinguishable. Mainly the nimble ones - many times i forgot about it...maybe some green effect (like the red one on blight enemies)