The language is very precise in this game. The word "attack" is only ever used to refer to dragging a card directly on top of a challenge card in the Challenge Phase to damage it. This is the only type of attack you can do. Dealing damage to a challenge card doesn't mean you're making an attack unless specifically spelled out.The cards that says "cannot be attacked" should say "cannot be attacked directly", unless being able to damage it with the "All CC take x damage" cards are a bug.
This will likely get tweaked a little over time. The point is to make it instantly recognizeable at a glance how you are doing and roughly how many resources you have at your disposal.Scale on the left is (at least at lower levels) easily overcapped then it'll say 75 or whatever above it and I presume that's the total heat and not an indication of the useable heat. It also seems somewhat unnecessary compared to just displaying those 2 numbers.
This is something I put a lot of effort into when designing the game engine. Dragging cards must feel natural and intuitive for the game to be fun. If you find it to be unintuitive, I would appreciate specific feedback about what is causing you trouble so that I can look into making adjustments.Sometimes when throwing a card in the middle to use it thinks you're trying to upgrade one and won't play, not a big deal but not completely smooth.
Currently, the dragging is balanced toward making plays directly to the table. Playing cards on top of other cards is meant to be a little more exact. The math behind it is calculating area for the two cards and what percentage of their areas overlap, with anything above a set percentage counting as a "hit". I can easily adjust that percentage value as needed and have done so before.
I have tried to make these "popups" show up as briefly as possible while still being legible. This is a balancing act between informing the player about what is going on (which can otherwise be confusing at times) while not taking up too much of their time. I feel like the current balance is roughly where it needs to be without becoming overly annoying, but again, adjustments are always possible.Likewise it got a bit annoying flashing up on the screen +1 heat, +3 useable heat, etc. in a sequence when doing stuff so its "working"... I just want to play my next card / do my next thing without having to wait around. Those bits seem pointless and get in the way, I know what was going to happen I read the card and can see the changes.
Early development versions of the game did not have these popups. This resulted in matches being extremely difficult to follow, even for experienced players. This information may feel superfluous, but it definitely isn't. I've seen what the game would be like without it.
It's meant to be. All the pink model cards are meant to add complications to your decks. You will get to upgrade them in the future to make them less annoying and more useful, but not just yet.The Flame Beckons is super annoying.
I'm not sure where I will end up on this. Creating illustrations for potentially hundreds of cards is extremely difficult, especially when some of the concepts are so abstract. Using AI for some of them was a way for me to get past this. Whether or not this AI art will survive to the final versions is something I'm undecided on. Honestly, it might depend a lot on how jurisdiction in this field develops over the coming months and years. If AI art continues to exist in a grey zone like today, I might just bite the bullet and commission art from real artists, but it's not exactly like I'm swimming in money with how my Patreon/SubscribeStar has dropped after LLtP was finished.Game doesn't have the AI tag, and I'm not someone super hung up on stuff like that... but some of the cards definitely have that vibe and the style of them doesn't fit the other ones that actually feature the game's characters. I presume this'll be revisited, but if that's not the intention it should probably be reconsidered.