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Beat the final boss with zero health loss without looping:

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Victory on Ascension 6! Pretty happy with how the deck turned out.

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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.)
  • Bonus: one extra freeze per game.

great ideas!

Sometimes restoring a saved game results in an empty hand and only an “end turn” button:

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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.

(4 edits)

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.. 

(4 edits)

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.

Valid point, thanks for the feedback

(1 edit)

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

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Beat Ascension 1, got “Ascension 1 unlocked” again, no Ascension 2. :(

(+1)

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:

image.png

(+1)

Absolutely, I didn‘t expect someone to fill the whole row :)

(1 edit)

Successfully accomplished the infinite loop:

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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. ❤️

(1 edit)

Before (entire deck in hand):

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After:

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Final boss, zero damage, first-turn kill.

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(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

(1 edit)

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

(2 edits)

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.

(+1)

Ah very good, thank you! There is a bug with the ascensions that I couldn’t reproduce yet. That helps!

(2 edits)

Beat the last boss without losing any health:

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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.

image.png

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

(+1)

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. ❤️

(+1)

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.

(+1)

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!

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