Game Balance V0.1.0
Added 2023-11-19 05:18:15 +0000 UTCHello everyone. With the last Update I changed a lot regarding the enemies behaviour, card stats and so on. I was wondering if those who already played a couple rounds could answer the following question:
How is the game difficulty of this Version? (overall, not specific cards/enemies)
Depending on your answers I might push out a short fix for the balancing.
Comments
This is a bug, when you logout/save just after starting the new stage. It should be fixxed in the next update! Thanks for the feedback
Banana Stroke
2023-12-08 22:55:28 +0000 UTCAm a Mac user. Have been playing both the online and offline versions. The offline version lets me continue to the next stage, retaining my accumulated cards, and penalizing my max health, when I reach the end of a stage. The online version seems to be stuck—it displays the route I took on the just finished round, and that's all it does. Is this a bug, or is it the expected behavior?
Quentin Long
2023-12-08 15:02:46 +0000 UTCThanks for the feedback. There will be a couple changes in balance with new cards coming out and I won't focus on making every set balanced exactly the same until the game base is finished (too many unknown factors with new updates). But it is always good to have some player insight for the time I work on balance changes, so thanks :)
Banana Stroke
2023-12-04 03:26:07 +0000 UTCThe Wolf and Slime sets are seemingly very strong, and commonly lead into wins that can go all 3 rounds if you dont get a bad start (the 1hp round is seemingly impossible however, but thats irrelevant) with very high draw potential (Wolf, having free draw) or extremely high damage (slime, with poison, but also wolf with how much u can abuse the free draw and 0 mana damage cards) but Mystic seems a bit underpowered in comparison. It does have a few stand out cards, but the best ones are better in Wolf decks as a splash (namely the armor cards) but it's just lacking on power gain. It's only one is Shriek, which is only 2 more that basic card at the same cost. contrasted with the Wolf cards, you have 1 mana options, and even epic 0 mana options. this is remediable through the shop, if you have gp, but the problems dont stop there. While Wolf decks have a lot of draw with 0 draw 2 being able to churn through the deck maybe multiple times a turn and use their mana to buff strength and then use the 0 mana deal 5 from the shop, or even just basic attacks to hose the enemy, all of the Mystic sets big cards cost a fair chunk of mana. Talon strike is 3, its draw, while more powerful, is mana while Wolf's is not, It's strength buff isnt much better than base while staying same cost, it does have the saving grace of the gain a mana, but its so off set by the rest of these it makes it hard to find success with. The main things I can think of to remedy this is some way to restore exhaust cards (Maybe with exhaust themself) which would be thematically on point with how much it plays into cow/bovine slacking, strength buffs that exhaust after several uses, or maybe some card that allows for armor to carry over a turn.
Kiley Norton
2023-12-03 18:39:17 +0000 UTCThe win rate itself seems good, but I feel like it's disappointingly hard to make a deck that's doing big numbers with big combos. Me gamer like number go big.
2023-11-21 22:11:12 +0000 UTCI can't comment on anything else, but Poison is OP. Poison cards seem to do almost as much poison as an attack card does damage, and it stacks and only goes down by 1 per round.
Vysirez
2023-11-19 14:19:22 +0000 UTC