Thanks for all the feedback. The balancing update 0.1.3 tries to address some of the points raised.
You are of course correct that if someone can win the game first time then it is too easy, but there is a huge difference between "difficult in a fun and challenging way" and "difficult in a boring and frustrating way", and from one of your other comments you are clearly aware of this. For me at least, Cockblocker gets much too close to the latter type of difficulty.
I've reworked the cockblock ability to be less frustrating to play against but still causing a similar pressure to the player.
Fun difficulty: "That enemy is really tough, but I have a Cunning Plan to beat him with an ingenious combination of cards".
Boring difficulty: "Oh, I can't do anything."
I tend to agree with this but, in the end, all strategy games where you can't grind your way out of a situation end up like that, no? This isn't a puzzle game where there is *always* a solution. At some point, you made enough mistakes throughout a run that there is nothing you can do to not lose at a given point, no matter what you do.
At those points, the best you get is thinking "Oh, yeah, if I had done x instead of y at that moment z, I wouldn't lose now".
I'm not talking about general fail till you succeed. I get that. I'm talking about the fact that between stage one and stage two the stats double on your opponents and you have zero chance to succeed because you could not raise your stats high enough to get any form of success. Like I said before, it needs balancing.
I've decreased the stats a bit on cards of stage 2.
It would be helpful for people like me (whose memory is not what it used to be) if there were a confirmation/warning when you press Start in the main menu (if a game is already in progress), reminding us that it will overwrite our existing save.
That was a good idea, I added that in the new update.
Meet Her Girlfriends had "Weaken (2)" on the card before, so I played a card that costs 2 charisma to remove all effects from a card. Now Meet Her Girlfriends doesn't say "Weaken (2)" anymore, but I'm still weakened by 2.
Thanks, fixed it.
Sure, those small levels are not so big problem, but I don't know how many levels are going to be? Imagine redoing entire thing if we fuck up something at level 25 or 50?
It'll (probably) have 18 levels in total.
The art in the samples doesn't seem to match the art I've seen in game, is there some kind of progressive unlocking that's hidden?
In the rewards menu you can see how to unlock more art. The only thing that's "hidden" is Norah, the redhead girl. You need to beat the demo first with Miriam to unlock her.
Generally if the game saves your position in the game when you exit and you gain some sort of benefit when you fail (i.e you get to keep some stat bonuses or cards, or just unlock possible cards) then I don't think you need to be able to save manually.
You gain a benefit when you fail, yes: the probability of getting a "fantasy card" in a level increases, to help you get a chance of better stats in the next run.
You'll probably need different difficulty levels to appeal to more people. For someone like me, harder the better really.
Yeah, that was planned from the begging. This update makes the game easier, but I'll add difficulty levels in the future and rewards for beating the game in that difficulty.
I've cleared the 2 chapters with Both characters, and I've seen nothing remotely as saucy as the first screenshot. Question is, "do those just unlock by continuing to play, or is there some other trigger?"
Right now, it's basically by continuing to play (check the rewards menu to see the conditions to earn them). There will be more "challenges" to beat that give more rewards in the future.
first, in the screenshots on main page theres a redhead that becomes the love interest is that mirriam with a changed hairstyle or another character? if another character how do i play her story?
You need to reach the end of Miriam's demo first (level 6).
know how far i have to get to get to that point but i guess one thing most rougelikes have that im not seeing here is the ability to earn cash or points to upgrade your character after each run which makes progressing easier as you get to tougher stages! is that something we can expect in future updates or is this gonna be a you have to go through the whole thing in one go type of experiences?
That's something I've also been wondering about. Right now, each failed run gives you some probability bonus to get better stats in the next one (if you win a run, the probability resets). But I may add other things.
The one thing I don't like about adding those things is that the game is the hardest the first time you play, and get easier the more you play. Which is a bit weird.
if you switch main to intelligence does strength become the passive? i would assume so since it doesn't make sense to make initiative your passive but again idk..!
Yes, the passive and active stats change. You use the active to attack and the passive to defend. So, the intelligence would be your attack, and strength your defense, until you change again.