It's not just you. I had similar thoughts when creating it but couldn't see a better option in the heat of the moment. Your suggestion is better though, so I'll use that.But "Card cost: -2" might be a bit more confusing. You might consider "Cards cost -2" instead, so people won't think this particular card costs two less or something like that, but maybe that's just me.
That, on the other hand, I don't think I will add for now. I don't want to clutter the background of the numbers with any more visual noise than necessary, and it's not like the cards are swimming in different numbers (unlike some card games I could name) that would confuse the player.You could also try adding a symbol to the circle that shows the heat cost of cards, since it looks so good with the circles at the top, and then use that icon for this card effect.
Something to keep in mind is that players will quickly learn what cards do, so the text on the card only needs to be just enough to jog the memory, given that there's a longer version available with a couple of clicks.It's not just you. I had similar thoughts when creating it but couldn't see a better option in the heat of the moment. Your suggestion is better though, so I'll use that.
That, on the other hand, I don't think I will add for now. I don't want to clutter the background of the numbers with any more visual noise than necessary, and it's not like the cards are swimming in different numbers (unlike some card games I could name) that would confuse the player.
Yeah, but there's a fine line between shortening text on the cards and having them be actually misleading compared to the full text. Sometimes there has to be a lot of text. Take the updated "This is Fine" card, for example:Something to keep in mind is that players will quickly learn what cards do, so the text on the card only needs to be just enough to jog the memory, given that there's a longer version available with a couple of clicks.
Is "usable heat" something that needs to be clarified? Will it be common for cards to give heat that isn't usable? If not, you could shorten that line to just "Turn end: +2[heat symbol]." If non-usable heat is something that will be pretty common, you could try out having a separate symbol for that (possibly just an outline of a flame, or a different color if that doesn't read well). Also, the next line could maybe say "and +1[heat symbol] for every CC in play." I get your point that there will always be some cards that have a lot of text, though. Pick your battles.It's hard to shorten this any further
Uh, did you play version 1.1? Usable Heat is a central concept there, and the difference between that and regular Heat is vital.Is "usable heat" something that needs to be clarified? Will it be common for cards to give heat that isn't usable?
Not common enough for its own symbol, at least not yet. In the current version, only two cards and one Challenge card even mention the concept.If non-usable heat is something that will be pretty common, you could try out having a separate symbol for that
Hmm, not bad. I might try a variant of that (though I'm consistent with my use of the "gain" keyword for situations in which you earn Heat).Also, the next line could maybe say "and +1[heat symbol] for every CC in play."
If that's the one that's only available to the highest tier of subscribers, then no.Uh, did you play version 1.1?
I don't ever lock my games behind the highest tiers. There is only one tier that unlocks the latest versions of my games, and that's the $5 tier. Anything gained at the other tiers is bonus material (progress reports at $1, long-form posts and the occasional poll at $10, and bonus 4K images at $20).If that's the one that's only available to the highest tier of subscribers, then no.
Oh, I didn't realize the tiers went up that high. I thought it was like $1, $3, and $5 or something. My bad. I'll probably upgrade to the $5 tier when the proper Defenders of Desire game comes out, but just the card game by itself doesn't interest me enough to get that early.I don't ever lock my games behind the highest tiers. There is only one tier that unlocks the latest versions of my games, and that's the $5 tier. Anything gained at the other tiers is bonus material (progress reports at $1, long-form posts and the occasional poll at $10, and bonus 4K images at $20).
Yeah, this is a pretty standard feature for card games.It would be nice to be able to see how many cards are left in the deck and in the discard pile and also a way to see what is already discarded. It's not super important now, but if you allow smaller decks to be playable that can draw during their turn it will be.
They are weak in this scenario because the scenario itself is very unfocused. I'm not going to tweak their balance until we see them used in more specialized scenarios where certain types of challenges will appear more often than others. Having said that, they are not intended to be powerful in the first place. Their purpose is to help fill out holes in specialized decks, which makes them doubly pointless in this (horribly optimized) demo deck.Instants that only target one category ("Sexy Pose", "Pose Freely") feel really weak. In the attack phase, they are barely above an engine dealing only 1 damage more and during the second phase they are extremely situational. You'd almost have to gamble to make them useful, keeping the instant in hand instead of using it in the attack phase and hope another challenge turns up.
Fixed in 1.1.They are also bugged. "Pose Freely" does not hit "Mishap" or "Though Pose". "Take the Shot" does not hit "Though Pose". "Sexy Pose" however does hit "Though Pose" so something is not working right.
You will never target specific cards in your hand with any card in the game (only Challenge cards can do this), so this would be superfluous and waste precious space on the card. It is specified in the detailed card description that you can bring out by double-clicking the card.Wording on "This isn't working" should specify the table. At first I thought I'd discard from hand.
I will add some kind of deck counter eventually. It just wasn't a priority in this first version where it would hardly make a difference.It would be nice to be able to see how many cards are left in the deck and in the discard pile and also a way to see what is already discarded. It's not super important now, but if you allow smaller decks to be playable that can draw during their turn it will be.
This is another symptom of a too generic scenario. This card is meant to punish decks that focus on individual attacks with high attack values, but the demo deck is too unfocused for even that to matter. You will be better prepared for this card in the game's real scenarios."Insecurity" has already been addressed but I feel "Confusion" could also use a tweak. Perhaps a second attribute for it and/or the copy it creates. I had some games where I simply had no answer when it showed up on turn 9 or 10. The endgame penalty is hard to overcome when you have to leave 2 or more challenges on the field turn 9.
Unlikely to happen. While it doesn't matter in the current version, later cards may take advantage of positioning, making the play order important. For example, an Engine card may trigger specific effects on its neighboring cards. Sorting would ruin this possibility.It would be nice if the table "auto-sorted" or let me rearrange cards by type. Makes it clearer what types of upgrades I'm looking for.
It's the in-built Ren'py notification system. I intend to override it at some point, but for now, it's not a priority.The not enough heat message could be clearer. Both bigger and in the center of the screen.
[Turn End symbol]: 2[Usable Heat Symbol], X[Heat Symbol] X=[CC in play symbol],Yeah, but there's a fine line between shortening text on the cards and having them be actually misleading compared to the full text. Sometimes there has to be a lot of text. Take the updated "This is Fine" card, for example:
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It's hard to shorten this any further without making the card's effects look entirely different from what they are meant to be.
It likely will at some point, though there is no need for it in 1.1. We'll have to see how many cards reference the concept in 2.0. It's not a phrase that should be referenced particularly often, but that might change. It's mostly there to help separate regular Heat from the Heat you have remaining to spend on playing cards, which is more of an implicit than explicit thing right now.Though I think the entire 'gain 2 usable heat' can definitely by shortened to a number and a single symbol.