4.70 star(s) 9 Votes

Zestystory

Newbie
Game Developer
Aug 16, 2024
18
47
Must have missed this sauna you are talking about hm. So no I was refering to the card game.
It is a lot harder to play tactically when everything has that small chance to miss. Given how the game plays with lanes and "summoning sickness" just one rng miss can lose the game instantly maybe that is the intention? But I find it pretty frustrating.

Anyway cheers on taking feedback.
Ha, sorry about that, and thanks for clarifying!

You bring up a great point. One that I’ve already worked on quite a bit, but not enough. You're absolutely right that it has a significant impact early in the game and doesn’t feel “controlled” since the chances are so low that they don’t seem like something you can plan around.

What I mean is: later in the game, when you face a unit with a 60% dodge chance, you’re aware of the risk and can adjust your strategy accordingly. But when it’s just 10%, you tend to ignore it—so when it does happen, it feels frustrating rather than strategic. This is especially true since units are fairly weak early on, and missing a single attack can make it really hard to win the game, just like you pointed out.

I really appreciate you bringing this up, and I’ll keep trying things and working on ways to improve it.
 

Tyrranus

Well-Known Member
May 4, 2017
1,361
1,479
Thank you for trying the game and sharing your thoughts!

It was intentional for the protagonist to start off as lost, "weak", and uncertain, and is part of his character arc. But I'm sorry if I missed the mark and he, for now at least, annoys you. Hopefully, you'll find him more compelling as the story unfolds. He will grow into a much stronger and determined character, that I can assure you!
yeah, theres a difference between 'out of his depth' and a bit uncertain and this character who, at times, comes off as so dull he needs reminders to breathe
 

Thedude715

Active Member
Nov 6, 2017
764
1,251
Ha, sorry about that, and thanks for clarifying!

You bring up a great point. One that I’ve already worked on quite a bit, but not enough. You're absolutely right that it has a significant impact early in the game and doesn’t feel “controlled” since the chances are so low that they don’t seem like something you can plan around.

What I mean is: later in the game, when you face a unit with a 60% dodge chance, you’re aware of the risk and can adjust your strategy accordingly. But when it’s just 10%, you tend to ignore it—so when it does happen, it feels frustrating rather than strategic. This is especially true since units are fairly weak early on, and missing a single attack can make it really hard to win the game, just like you pointed out.

I really appreciate you bringing this up, and I’ll keep trying things and working on ways to improve it.
Got some more feedback then while I am at it. With the summoning sickness and going first and second, the drawback of starting with 2 mana if you go first does very little given most cards cost 2 anyway.
So the player that starts gets a massive advantage, you can get some 1 costs later on but before then going first is pure advantage no drawback.
You might be planning on adding 3 costs to compensate in the future what do I know.
 

Zestystory

Newbie
Game Developer
Aug 16, 2024
18
47
Got some more feedback then while I am at it. With the summoning sickness and going first and second, the drawback of starting with 2 mana if you go first does very little given most cards cost 2 anyway.
So the player that starts gets a massive advantage, you can get some 1 costs later on but before then going first is pure advantage no drawback.
You might be planning on adding 3 costs to compensate in the future what do I know.
I appreciate your comment and will continue discussing this with my supporters and testers.

And yes, there are already two 3-crystal cards in the game. More cards are coming, including a few costing 3, 4, and even 5 crystals. Additionally, some cards can act immediately (one is already available in Chapter 2), while others have delayed activation and take more than 1 turn (such as those seen against Tod).

Thanks again for your time
 

redsky_blue

New Member
Feb 24, 2024
2
1
First off, thank you for taking the time not only to play the game but to share such detailed feedback. Before diving into my response, I want to say that many of your points are interesting and some are even being brought to my attention for the first time. Not many people have played the game yet, and even fewer provide in-depth feedback, so this is genuinely valuable to me. It’s a work in progress, and I’m always open to improvements.

This is quite a long and detailed response—I apologize for that! I completely understand if you don’t have the time to read it all.
In short: Thanks for your input! I truly appreciate it, and I’ll do my best to make the game even better.


About Being First
This is interesting as I had this same worry and feeling like you do! Though I must admit I'm really surprised about the "you will probably lose" if second.

Short answer: I was aware of this issue and have worked to balance it by reducing the first player’s starting crystals. As new mechanics are introduced, such as stronger units, upgraded cards, spells, and items, the impact of turn order becomes less significant.

Long answer:
This issue wasn’t apparent at first because I was playtesting with later-stage additions that negates the advantage of being first. It's only when playtesting the finished Chapter 1 that it occurred to me that it was way easier to win if you're first.

I discussed this with my testers, and while they acknowledged that going first offers an initial advantage, they didn’t feel it was a major problem, many actually found the game too easy overall.

Still, I adjusted the first player’s starting crystals to help balance things out. some testers then argued that going second became easier, especially when using items. That’s when I started tracking win rates with and without items.

When I read you message I immediately wrote to the testers currently playing Chapter 3. They all seem to agree that the advantage has diminished further with additional mechanics. But I’ll keep a close eye on it. If you're struggling when going second, feel free to reach out—I’d be happy to share some strategies with you!

About Gwent
Not really relevant, but I actually never played much Gwent! I absolutely love The Witcher series, but actually Gwent didn’t really click for me when I tried it once some years ago (8/9 probably). Your comment made me reconsider. I’ll give it a fair shot and see if there’s something in its design that could inspire improvements to my game.

About Items
I’m sorry the item system didn’t work for you. But no, it wasn’t a Chat-GPT idea. From the very beginning, I wanted the game to offer multiple strategic options using three card types: Units, Items, and Spells.

Items were always part of that vision. One of my earliest ideas was combining Elixir of Agility with Rogue (a unit that already has high dodge chances) to make it nearly untouchable. These mechanics weren’t added as a fix for balance issues but as a core part of the strategy. Once spells are introduced, you might find that items fit more naturally into the game. At least, I hope so!

About the Story
The story is still in its early stages within the game, so I understand if it doesn’t feel fully developed yet. Chapters 3 and 4 will bring more revelations, and hopefully, things will start to come together.

And no, this isn’t written by or with AI. I started developing this story years ago, and it has evolved too much for me to even consider explaining it to an AI, or even a co-writer (which I briefly tried during Chapter 2 when someone offered to help). To be fair, I did experiment with ChatGPT to resolve a few plot holes, but the results were so disappointing that I never tried again.

Again, I really appreciate your thoughts. Constructive criticism like this is invaluable, and I'm taking it into account as I work on the game. Thanks again for playing!
Thank you for your answer. I still think the balance is off though. And the probability of losing is much higher if you are not the first to make a move. That's why I am saying it's a bit random. It depends on who's turn is first, which is random, I think, and then you just win or lose depending on that. Balancing it by adjusting the number of crystals doesn't do much, at least at this point. Because on average you can only place one unit, no matter if you have 2 or 3 crystals. So the point of balancing it this way is lost. So the solution, I think, would be increasing the number of crystals to say, 4 or other even number and then halving them for the player whose turn is first. The downside, of course, is that you would probably have to recalculate the costs of units, at least some units. And then recalculate their combat value. Which is a pain. or you can leave the costs as they are, but that might create some other problems. While the battles will be faster, which is good in my opinion, they might become even more random. And it would just depend on which cards you have this turn. So maybe adding the discard mechanic would be nice. Anyway, that's what I think. I think the balance is off (I can't analyze it well and tell you where the problem is, but I feel that there is a problem) and it feels like the battles aren't providing any possibilities for different strategic plays. It could be that the deck is too small for now... Maybe with new units that would change, but then you would have to change it from the start, so the starting deck would be more diverse... idk.

Oh, so you've never played Gwent. It is a cool game. There is a standalone version, which differs a bit from what it is in the Witcher games. I still prefer the Witcher's Gwent. And I think I like it the most in Witcher 1 or 2, I don't remember now. Gwent in Witcher 3 is realized a bit better, but with that it just lost some charm to it. I still love it though.

About the story. Well, that's fair, maybe it is too early to judge it... But... It might sound harsh, but it feels like there's a problem. Like, the best comparison I can give is the isekai manga genre. There's no plot, just ideas and characters. And it's not like I want you or other developers to create a modern masterpiece, so the hollywood would call you to adapt it or something like that. I am fine with what we have in these games, the stories are shit, but so am I. I am shit too. I am just saying that this way of creating stuff with ideas and characters holding it together instead of the plot or general understanding of a story progression, - that's how chatgpt does things and that's why it came to my mind when I was writing my comment.
 
4.70 star(s) 9 Votes