Ok I played the Duo deck once before and was annoyed how many rounds I could spend only drawing cards without having the right combination of cards to do anything. And with 12+ resource cards on hand and never getting attack cards (or vice versa), the "toss your hand to draw cards" card or skill aren't that great, either.
Now after your comment, I retried the Duo deck with color change in mind - which boils down to "ignore the bonus damage of your cards, just hit the same spot repeatedly with alternating colors".
Was more effective, but that could have been drawers luck. If your opponent had more attacks and destroyed your hat early in game, you're kinda screwed.
Btw, found a bug: I've dealt the final blow to her panties with the hoodie's burn skill. After her final round, the burn gfx applied, the game was correctly over, but the underwear didn't disappear.
Regarding your idea of drawing two cards instead of one: faster pace of game would be good, but rnight screw you over if your opponent just rushes you down. Another feat could be "draw two, choose one" or "draw three, choose two". Would give you a choice, therefore might counter bad luck in drawing, but would't rush the game to much.
Also, as said before, Legwear skill and lucky! card are (right now) absolutely useless. I've seen two cards using coin toss. First one either 2 cards (ok, good) or 1 mana (fine, too. Wouldn't waste card nor mana for that). Second card was multiple coin toss to deal up to 3 (or 5, don't quite remember) times damage - GREAT CARD if you're lucky. But the catch - legwear skill and lucky card both talk about one (the next) toin coss. I am pretty sure they don't even stack for the next two tosses. So... really not worth it.
Sorry I don't want to talk your game down, I enjoy its humble first stage and am intrigued of its future.
EDIT for not doubleposting:
So I dabbled down into the higher difficulties. With Duo Deck I had no chance whatsoever. The deck is meant to be played in combos. You can't play vcombos if you have no cards. The slight chance of steamrolling is way outclassed by the sheer annoyance of drawing cards for 7 turns and not getting any playable combination.
With Mental deck, it was doable. Quite the task, but doable. It comes down tp how much your opponent bashes you and how fast you lose your Head, quite literally. I had some luck with early combination of Inner Peace, dumping half of my nearly full deck for 20 damage, and Garbage Day, counting my discarded cards for 20 to 30 damage. But if you end up with just your pants, you can't do much.
In higher difficulties, with your opponent having 80 / 160 more health in total than you, I find Magician a nice card (especially that you can play it solo), but also kinda useless if it only gives you breather for 1 turn. Or a half, when Arc crits.
The solo playable cards are the only thing keeping you sane. When you can, you want to deal damage, deal combos or crit damage, but as I said, you can't do that without cards. Being down to your panties, playing all your cards and then "toss your (empty) hand, draw 4" is a valid option - if you have 3 mana or the luck to draw Arc. But other than that, playing all your hand feels dumb. You can't do anythinmg for at least two turns, often more.
Maybe a rule "at the beginning of turn, fill your hand to (e.g.) 3 cards. If you already have three cards, draw one" might help out as another pacing alternative and bonus to encourage playing your hand. I can remember some tc games doing that, but can't remember their names.
On the other hand, gathering cards for one big slashing round might be viable, if for example multiple attacks in one round get bonus damage (might also be just 5 more), so for example Confusion + Lightning in one round against the same clothing, let's say Hat, deals 10+10crit (Conf against Hat)+10+5(consecutive) = 35 damage against the hat, but hoodie and pants only get 10 damage from lightning because of no consecuticve damage...
I realize I am just rambling ideas. You do you, it's your game. ;-P
Now after your comment, I retried the Duo deck with color change in mind - which boils down to "ignore the bonus damage of your cards, just hit the same spot repeatedly with alternating colors".
Was more effective, but that could have been drawers luck. If your opponent had more attacks and destroyed your hat early in game, you're kinda screwed.
Btw, found a bug: I've dealt the final blow to her panties with the hoodie's burn skill. After her final round, the burn gfx applied, the game was correctly over, but the underwear didn't disappear.
Regarding your idea of drawing two cards instead of one: faster pace of game would be good, but rnight screw you over if your opponent just rushes you down. Another feat could be "draw two, choose one" or "draw three, choose two". Would give you a choice, therefore might counter bad luck in drawing, but would't rush the game to much.
Also, as said before, Legwear skill and lucky! card are (right now) absolutely useless. I've seen two cards using coin toss. First one either 2 cards (ok, good) or 1 mana (fine, too. Wouldn't waste card nor mana for that). Second card was multiple coin toss to deal up to 3 (or 5, don't quite remember) times damage - GREAT CARD if you're lucky. But the catch - legwear skill and lucky card both talk about one (the next) toin coss. I am pretty sure they don't even stack for the next two tosses. So... really not worth it.
Sorry I don't want to talk your game down, I enjoy its humble first stage and am intrigued of its future.
EDIT for not doubleposting:
So I dabbled down into the higher difficulties. With Duo Deck I had no chance whatsoever. The deck is meant to be played in combos. You can't play vcombos if you have no cards. The slight chance of steamrolling is way outclassed by the sheer annoyance of drawing cards for 7 turns and not getting any playable combination.
With Mental deck, it was doable. Quite the task, but doable. It comes down tp how much your opponent bashes you and how fast you lose your Head, quite literally. I had some luck with early combination of Inner Peace, dumping half of my nearly full deck for 20 damage, and Garbage Day, counting my discarded cards for 20 to 30 damage. But if you end up with just your pants, you can't do much.
In higher difficulties, with your opponent having 80 / 160 more health in total than you, I find Magician a nice card (especially that you can play it solo), but also kinda useless if it only gives you breather for 1 turn. Or a half, when Arc crits.
The solo playable cards are the only thing keeping you sane. When you can, you want to deal damage, deal combos or crit damage, but as I said, you can't do that without cards. Being down to your panties, playing all your cards and then "toss your (empty) hand, draw 4" is a valid option - if you have 3 mana or the luck to draw Arc. But other than that, playing all your hand feels dumb. You can't do anythinmg for at least two turns, often more.
Maybe a rule "at the beginning of turn, fill your hand to (e.g.) 3 cards. If you already have three cards, draw one" might help out as another pacing alternative and bonus to encourage playing your hand. I can remember some tc games doing that, but can't remember their names.
On the other hand, gathering cards for one big slashing round might be viable, if for example multiple attacks in one round get bonus damage (might also be just 5 more), so for example Confusion + Lightning in one round against the same clothing, let's say Hat, deals 10+10crit (Conf against Hat)+10+5(consecutive) = 35 damage against the hat, but hoodie and pants only get 10 damage from lightning because of no consecuticve damage...
I realize I am just rambling ideas. You do you, it's your game. ;-P
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