Victory on Ascension 6! Pretty happy with how the deck turned out.
A couple of ideas for higher ascensions and higher bonuses:
Ascension: All enemies gain 1 block on every turn.
You could add one more card to the normal shop, and then have an Ascension that removes one card from the shop. This also means players get to see more things early on.
Ascension: The starting curse no longer exhausts when played.
Ascension (possibly a last ascension): One less starting HP.
Bonus: gain one random common relic. (You’d want to divide the relics into at least common/rare for this.)
On mobile, with a lot of cards in hand, with the cards partially overlapping, if I touch in just the right spot it’s possible to play two cards at once.
Got that while playing a series of the zero-cost two-gold or two-damage cards. Nothing out of the ordinary.
Once I got that, refreshing the page and trying to restart the game had it stay on the screen that says “Running…” forever and never start. Eventually that stopped happening, but it happened several times in a row after getting the crash.
Just confirmed that I can reliably reproduce the same crash by playing the zero-cost two-gold and zero-cost two-damage cards in a loop. And afterwards, refreshing has the same result: stuck on the “Running…” screen.
I just confirmed that if I play the cards slowly, waiting for each one to disappear before I play the next, the error never occurs. Your testing needs to include playing cards as fast as you can click/touch. :)
The biggest problem might be that i edit and test the windows standalone version and in the final step compile for the web version. Think i need to change my whole testing approach
couple of times I've clicked the wrong card because another one got discarded and all the cards in hand moved to cover empty space, maybe they shouldn't and as long as I have cursor over the hand area they should not? IDK, just a player opinion; what do I know. Best of luck with the development; this is an amazing project already!
hi, thank you so much! Damn ok i know where i made the mistake, will be fixed next week!
Your feedback is very welcome. I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?
I do like your idea, but when the player draws cards during the turn, i do need some card movement at latest..
I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?
EDIT: originally wrote a comment that mischaracterized the animations, rewrote it.
The feeling as the cards fly into the enemy before going to the discard feels good.
The way they get drawn and discarded feels good.
The “phantom card” in the hand that dissolves while the real card moves feels wrong, compared to many other games I’ve played with hands of cards. The fact that it’s a distinct object, while the card itself flies off, feels off compared to everything being based of the card itself.
Maybe the phantom shouldn't occupy space (just shove it underneath) or maybe the cards should be unclickable sometimes (this also could be frustrating... not sure).
Gotta try the options; gotta ask community here for feedback; either case you're on the right track.
I haven't play before so it's difficult for me to comment about the change.
Nit: if a card like the Chest can’t draw two cards (because there aren’t two cards in the discard), you shouldn’t get gold from Ingot for cards you don’t actually draw.
Removed enough cards, got some card draw, and had a couple of Hemorrhage cards. Now I can have one card draw the other, and keep playing them indefinitely. Kills every enemy no matter how much health, and since I have the Ingot, I get one gold every time I draw a card, so I can also get arbitrarily large amounts of gold.
This is awesome; thank you for having a delightful set of game mechanics. ❤️
Bug: if you click fast enough, you can play two “Hemorrhage” cards, and they both go to the discard but they don’t both take effect; only one card gets drawn.
Bug: playing against the skeleton enemy, had the one starting defense, played a card to get a second shield, enemy swung for 1 damage, but that deleted both shields.
Confirmed in a second battle: the animation of the shield breaking up plays for the rightmost shield, then the left shield just disappears.
hmm actually it works as intendent, but I never descripted it properly. Will add this. Player shield only lasts for one turn, otherwise the shield card would be a little overpowered..
Ah. Similar to block in slay the spire? That makes sense; I just didn’t expect it because the shield card costs two energy and also exhausts, which made me expect that it would be a very powerful effect.
Just discovered a serious bug: I went back and played a game without any of the Ascensions available, then abandoned it mid-game (using the “Abandon” option on the main menu) and played another (not sure if that’s required to trigger the bug), and then after that game ended in death, the character selection screen no longer offers Ascension 1 and 2 that I’d previously earned.
It may be relevant that I gained a level from that run.
Managed it once again, and this time I almost managed to achieve a loop of zero-cost cards that do damage or gain gold.
Need to remove a few more cards for that. If I can ever get “remove Exhaust from a card” with the card that removes one card from the deck and exhausts, that’ll be easy; otherwise it’ll take a few more removals at every opportunity. But I think if I can get a deck smaller than 10 cards (not counting cards that exhaust such as those that gain more energy, and not counting the cantrips themselves that are free and draw more cards), I can loop playing as many gold-gaining cards as I have until I have however much gold I want, and then play as many damage cards as I need to, to win each fight on the first turn.
I think I figured out how to reproduce the problem. Click the upgrade card, then quickly click the card you want to upgrade while the upgrade card is not yet in the discard, then click the upgraded card to play it while things are still moving to the discard. That seems to reliably make the end-turn button stay disabled.
so the bug I found was related to discarding a card at the start of the turn (glove or enemy attack) which then could override the "start turn" animation. Resulting in not starting the turn properly. Hope it's solved now. Next update this week
Heya, this game is really great! I've been playing all week, I think you're onto something pretty special. I've got a bunch of notes, seems a bit long for an itch comment - is there somewhere else to send feedback?
Having fun playing so far. Issue with pickpocket card. If I play the card too quickly at the start of the round, before the round banner comes up, it gets used but doesn't do what it's supposed to do.
Great game! The gameplay loop is a blast and definitely has a lot of potential. It would be cool if there were more variety in actions, especially with enemies—like debuffs, or abilities or something along those lines. But given that this is still early in development, I had a lot of fun. I'm really looking forward to seeing the more fleshed-out version of this later on.
restart at full at that level even after all the tick marks are checked.
I do remember that when i was making character selection, and even now if i try to start a new game, i don't have the arrow to downgrade to ascension 0, just permanently locked to 1.
The loop is fantastic, progression feels really good, and the upgrades feel fun! well done! one more run! Excited for full release. Honestly one of my top games I've played in the last year.
It tends to fall off though by the time you get to mid-game if not earlier. The only time I see to want to use it is when I don't have any coin cards in my hand and I have an overkill situation.
Also, nice it shows the energy bugs with the cards. Both my 20 coin and 25 damage cards cost 0 energy somewhere during the run - which, nice, but whut?
I had a low enough win rate that I only played on level 0 in the past. One of the annoying things was that it would default to the highest level every new run. Would be nice if it remembered what level it was set to in the past. Dunno if you already fixed it, but just remembered that feedback.
Also, would be nice if it remembered the perks picked, can still change it on the screen, but as most people tend to have a preference, would allow faster dive into the game after a win or lose.
Also, why is my meteor card duplicating itself. I reduced its energy to 1. But when it discarded, i got an error message twice and the game then continued.
ring of energy wont trigger - I think this happens when there are competing first turn things? Have had it trigger before, but this time i had it way down in the artifact list, after the glove and the boots and a bunch of other things.
If you move the mouse away after dying, but before the red screen clears, the game hangs. Rather liking it. Or maybe is just hangs after dying now? It might be after level 5?
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Beat the final boss with zero health loss without looping:
Victory on Ascension 6! Pretty happy with how the deck turned out.
A couple of ideas for higher ascensions and higher bonuses:
great ideas!
Sometimes restoring a saved game results in an empty hand and only an “end turn” button:
Probably caused by the new save system, i‘ll fix that, thanks
Ascension bug still exists in 0.2.2; I played a game on Ascension 6, lost, and when I went to start again, there were no ascensions unlocked.
oh no, this big haunts me. But i just got an idea what might cause it..
Thank you for a really fun game; I’m enjoying playing it, and playtesting it.
thank you so much for your support!
On mobile, with a lot of cards in hand, with the cards partially overlapping, if I touch in just the right spot it’s possible to play two cards at once.
Got that while playing a series of the zero-cost two-gold or two-damage cards. Nothing out of the ordinary.
Once I got that, refreshing the page and trying to restart the game had it stay on the screen that says “Running…” forever and never start. Eventually that stopped happening, but it happened several times in a row after getting the crash.
Just confirmed that I can reliably reproduce the same crash by playing the zero-cost two-gold and zero-cost two-damage cards in a loop. And afterwards, refreshing has the same result: stuck on the “Running…” screen.
I just confirmed that if I play the cards slowly, waiting for each one to disappear before I play the next, the error never occurs. Your testing needs to include playing cards as fast as you can click/touch. :)
i tried :) good to know, thanks!
The biggest problem might be that i edit and test the windows standalone version and in the final step compile for the web version. Think i need to change my whole testing approach
Awesome game! Love it! Want more!
BUG:
on playing the card that adds "retain" to another card I've got this error:
___________________________________________
############################################################################################
ERROR in action number 1
of Alarm Event for alarm 2 for object obj_card:
Variable obj_ghostcard.retain(100081, -2147483648) not set before reading it.
at gml_Script_gc_fadeToBlack
############################################################################################
gml_Script_gc_fadeToBlack (line -1)
gml_Script_scr_resolveCard
gml_Object_obj_card_Alarm_2
NOTE:
couple of times I've clicked the wrong card because another one got discarded and all the cards in hand moved to cover empty space, maybe they shouldn't and as long as I have cursor over the hand area they should not? IDK, just a player opinion; what do I know. Best of luck with the development; this is an amazing project already!
hi, thank you so much! Damn ok i know where i made the mistake, will be fixed next week!
Your feedback is very welcome. I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?
I do like your idea, but when the player draws cards during the turn, i do need some card movement at latest..
EDIT: originally wrote a comment that mischaracterized the animations, rewrote it.
The feeling as the cards fly into the enemy before going to the discard feels good.
The way they get drawn and discarded feels good.
The “phantom card” in the hand that dissolves while the real card moves feels wrong, compared to many other games I’ve played with hands of cards. The fact that it’s a distinct object, while the card itself flies off, feels off compared to everything being based of the card itself.
Valid point, thanks for the feedback
IDK really.
As long as I don't misclick I'd be happy.
Maybe the phantom shouldn't occupy space (just shove it underneath) or maybe the cards should be unclickable sometimes (this also could be frustrating... not sure).
Gotta try the options; gotta ask community here for feedback; either case you're on the right track.
I haven't play before so it's difficult for me to comment about the change.
I like the phantom visually though!
thanks, yes i will try out a few other options in the next days/weeks
Beat Ascension 1, got “Ascension 1 unlocked” again, no Ascension 2. :(
that‘s by far the strangest bug.. but i will find it ;)
Nit: if a card like the Chest can’t draw two cards (because there aren’t two cards in the discard), you shouldn’t get gold from Ingot for cards you don’t actually draw.
good catch
You may want to display the relics in a couple of rows, or otherwise consider ways of displaying relics that don’t overlap with the gold display:
Absolutely, I didn‘t expect someone to fill the whole row :)
Successfully accomplished the infinite loop:
Removed enough cards, got some card draw, and had a couple of Hemorrhage cards. Now I can have one card draw the other, and keep playing them indefinitely. Kills every enemy no matter how much health, and since I have the Ingot, I get one gold every time I draw a card, so I can also get arbitrarily large amounts of gold.
This is awesome; thank you for having a delightful set of game mechanics. ❤️
Before (entire deck in hand):
After:
Final boss, zero damage, first-turn kill.
(This only unlocked Ascension 1, because of the bug mentioned in https://itch.io/post/15621563 .)
haha awesome! I have to try this too
Bug: if you click fast enough, you can play two “Hemorrhage” cards, and they both go to the discard but they don’t both take effect; only one card gets drawn.
thanks
Bug: playing against the skeleton enemy, had the one starting defense, played a card to get a second shield, enemy swung for 1 damage, but that deleted both shields.
Confirmed in a second battle: the animation of the shield breaking up plays for the rightmost shield, then the left shield just disappears.
hmm actually it works as intendent, but I never descripted it properly. Will add this. Player shield only lasts for one turn, otherwise the shield card would be a little overpowered..
Ah. Similar to block in slay the spire? That makes sense; I just didn’t expect it because the shield card costs two energy and also exhausts, which made me expect that it would be a very powerful effect.
Just realized that enemy shield doesn’t seem to work that way: if an enemy has shields, and you don’t attack, the shield remains next turn.
you‘re right, that doesn‘t make sense this way
Just discovered a serious bug: I went back and played a game without any of the Ascensions available, then abandoned it mid-game (using the “Abandon” option on the main menu) and played another (not sure if that’s required to trigger the bug), and then after that game ended in death, the character selection screen no longer offers Ascension 1 and 2 that I’d previously earned.
It may be relevant that I gained a level from that run.
Ah very good, thank you! There is a bug with the ascensions that I couldn’t reproduce yet. That helps!
Beat the last boss without losing any health:
Haha nice! Maybe I'll add this an achievement at some point
Managed it once again, and this time I almost managed to achieve a loop of zero-cost cards that do damage or gain gold.
Need to remove a few more cards for that. If I can ever get “remove Exhaust from a card” with the card that removes one card from the deck and exhausts, that’ll be easy; otherwise it’ll take a few more removals at every opportunity. But I think if I can get a deck smaller than 10 cards (not counting cards that exhaust such as those that gain more energy, and not counting the cantrips themselves that are free and draw more cards), I can loop playing as many gold-gaining cards as I have until I have however much gold I want, and then play as many damage cards as I need to, to win each fight on the first turn.
Looking forward to pulling that off.
I’ve hit a bug several times where the “end turn” button is grayed out and can’t be activated, so the game is softlocked.
I think it happens when you pick a card (specially upgrade) too fast at the beginning of combat
yeah sorry about that, thought i had fixed this. Will be fixed with the next update (finally)
All of you are playing way faster than I expected :)
The technically inclined amongst us might be interested to hear the details of how a bug like that happens, if you don’t mind sharing. ❤️
haha yes sure! I‘ll keep you informed as soon as i‘ve solved the issue
I think I figured out how to reproduce the problem. Click the upgrade card, then quickly click the card you want to upgrade while the upgrade card is not yet in the discard, then click the upgraded card to play it while things are still moving to the discard. That seems to reliably make the end-turn button stay disabled.
perfect, thank you! Will be fixed in the next update
so the bug I found was related to discarding a card at the start of the turn (glove or enemy attack) which then could override the "start turn" animation. Resulting in not starting the turn properly. Hope it's solved now. Next update this week
Truly a card draw for the ages.
Heya, this game is really great! I've been playing all week, I think you're onto something pretty special. I've got a bunch of notes, seems a bit long for an itch comment - is there somewhere else to send feedback?
oh no, so close :-)
Thank you very much! You can contact me at: hugin-dev@posteo.de
rad, thanks! Just sent an email :)
This is so much fun! Can't wait for more!
Thank you, more coming soon!
Having fun playing so far. Issue with pickpocket card. If I play the card too quickly at the start of the round, before the round banner comes up, it gets used but doesn't do what it's supposed to do.
Glad you enjoyed the game and thanks for your report!
The blood diamond item doesn't seem to work. I got it to use with inferno but when I tried to use the card it still cost 3 energy.
thank you
Great game! The gameplay loop is a blast and definitely has a lot of potential. It would be cool if there were more variety in actions, especially with enemies—like debuffs, or abilities or something along those lines. But given that this is still early in development, I had a lot of fun. I'm really looking forward to seeing the more fleshed-out version of this later on.
hi, thank you so much for your comment and for checking out my game. You‘re absolutely right, more variation is needed and coming soon..
I keep looping on the boss even after i beat him.
that‘s quite strange.. does the game restart the level (at full health)? Or repeating the last turn? Thx for your help
restart at full at that level even after all the tick marks are checked.
I do remember that when i was making character selection, and even now if i try to start a new game, i don't have the arrow to downgrade to ascension 0, just permanently locked to 1.
strange indeed, that should not happen. Thanks for your help, i‘ll investigate..
The loop is fantastic, progression feels really good, and the upgrades feel fun! well done! one more run! Excited for full release. Honestly one of my top games I've played in the last year.
Wow, thank you so much!
Also, the perks of upgrade a coin or attack - honestly they're pretty much unpickable because they can target any card as opposed to the highest card.
hmm you‘re right, i rarely pick them..
upgrade card is genuinely the worst card in the game it feels like, needs a buff - either exhaust or retain or something.
Try upgrading the same card in while and thin your deck, upgrade is actually kind of good
It tends to fall off though by the time you get to mid-game if not earlier. The only time I see to want to use it is when I don't have any coin cards in my hand and I have an overkill situation.
sreenshot functionality is nice
Also, nice it shows the energy bugs with the cards. Both my 20 coin and 25 damage cards cost 0 energy somewhere during the run - which, nice, but whut?
yes, this is super helpfull for me
don't take this the wrong way but, i preferred some of the old monster artwork
Are you perhaps saving them for an act 2?
no worries, the old monster sprites are awesome. Bit i switched to these here because of their animations. A card game is already static enough
Did you mean for it to say new char unlocked? Cuz it is still locked.
yeah the new character will be ready for the next update. Unlock mechanism is already in place so I don‘t break any saves with the new update
oh lol. I deleted my data to exp new stuff from the start
Blood diamond isn't working on inferno
hmm, after i discarded it once, the cost went down to 0? Something is going on.
thanks for reporting
Pretty cool and chill game, keep on adding stuff!
thank you for your comment and well done! I will, more coming soon ;)
I had a low enough win rate that I only played on level 0 in the past. One of the annoying things was that it would default to the highest level every new run. Would be nice if it remembered what level it was set to in the past. Dunno if you already fixed it, but just remembered that feedback.
good point, thanks! I think at the moment the game checks for the highest ascension available. Will change that in the next update.
yeah the game is tough, my win rate is quite low too :)
Also, would be nice if it remembered the perks picked, can still change it on the screen, but as most people tend to have a preference, would allow faster dive into the game after a win or lose.
Using the shield card, somehow always causes me to black screen when i get down to 1 hp (I am on the thief fight).
wow, thanks again for your help! Hope to get these bugs squashed by next week
sounds don't mute even when set to 0, after the fight is over it comes back, same if you die and go to menu
If i save and quit and then come back in, shop prices reset (remove card, upgrade card)
Also, if i have the apple in a prior run and start a new run, the effects of the apple stay for the next run.
Hi xbud2, thanks a lot for your reports, this is super helpfull! Will be fixed in the next update!
Also, why is my meteor card duplicating itself. I reduced its energy to 1. But when it discarded, i got an error message twice and the game then continued.
ring of energy wont trigger - I think this happens when there are competing first turn things? Have had it trigger before, but this time i had it way down in the artifact list, after the glove and the boots and a bunch of other things.
If you move the mouse away after dying, but before the red screen clears, the game hangs.
Rather liking it. Or maybe is just hangs after dying now? It might be after level 5?
hi, thanks for checking out my game! That is quite a strange error. Hope I can fix it for the update next week
hello,
really nice, I enjoy the game, good job !
I see two bugs in my first run :
hi tchevin,
thanks for reaching out. I'm really happy that you enjoy the game!
I couldn't reproduce the second error yet, but at least the first one will be resolved in the next hotfix.
hereafter a picture of the crash.
in fact it crash at every game over :)
After reloading the page, I am able to continue on the same level.
I play in firefox.
I complete my first run : I love this game :D
suggestion for improvement:
- when two cards must be discard, and player discard one, keep a message on screen like "one card left to discard"
And I don't know if it is a bug, but at the marchand, after a first buy, the price of ~delete~ pass from 10 to 35.
But after reloaded the game page, price go back to 10.
Hey congrats on your first win! I know it's not easy. Noted your suggestion, thank you!
Yeah the price of deleting cards goes up every time you use it, i will make it more clear in the game