Thanks for playing the Deck of Haunts demo, it was truly motivating to watch! (We're developing the game) Building bigger rooms will be handy in the full game, as it unlocks higher "levels" of special rooms that need a certain tile-amount to be able to be built. In the demo there is just the one level. What did you like the most & the least 👻?
No problem at all! Thanks so much for making your game! I had a really fun time with it. Ah, I see! That definitely explains it. There's been some discussion in the comments about what the need for bigger rooms was, but that makes a lot of sense. I like the idea of having a tradeoff between number of rooms (which definitely makes the humans easier to deal with) and the power of upgrades that you are able to get. Very neat idea! In no particular order, some of the things that I really enjoyed were: the various traits on the humans that made you have to adapt on the fly, building up your haunted house with different room types, and the risk / reward of the Consume card. I would love to see more unique room types (seems like this might be handled by upgrades in the full game?) and more variety in what the combat card effects are. It seems like most of the cards boil down to doing either physical or sanity damage, which is fine, but I'm sure that there are a ton of creative things you can do with combat cards. I bet there are a lot of interesting status effects that could be added. Off the top of my head, there could be like a Muddled or Confused status effect. Maybe that could make humans move in erratic directions for a certain number of turns. Perhaps a Frightened effect that works similarly to Panicked, but instead of dashing for the door the humans try to get as far away from the current room they're in for a number of turns. Feel free to take any feedback I've given with a grain of salt. I think you and your team are doing a fantastic job, keep up the great work!
Thank you so much for watching and commenting! That makes me really happy to see. I love indie games, and knowing that my video helped you discover one that you're interested in is super rewarding! :]
I definitely think you're right about that. It seemed hard to extend the direct distance between the heart room and the entrance, but I think a bunch of side paths that aren't connected to the heart room is probably the way to go.
I don't understand why you kept making massive rooms instead of multiple small ones. That would have made things much easier. This game actually looks interesting to play though!
After having played the demo for a while I think that you're absolutely right about that. I guess I was thinking while playing that if I made the rooms large enough something good would happen? Like maybe they'd get better in some way? It seems kind of pointless to make rooms larger since it seems like the best strategy is to have a ton of small rooms that are only connected to one other small room. Maybe making the rooms larger makes them take longer to investigate? I'm not sure, it seems like they got fully investigated in one turn regardless. Either way, I had a lot of fun with the game!
@@QuanticFluxI’m not sure. But looking at some of the power ups you could give to rooms my guess is that maybe for some of the stronger room power ups it requires the room it self to be larger.
@@QuanticFlux you made me want to try the demo and it looks like at least in the demo all the room power ups only required a 4 tiled room. Trying to figure out how to drop the bell on someone drove me nuts until i eventually figured out you need a card to do it.
@@goober69er I'm so glad that you checked out the demo! I hope that you had fun with it. Thanks so much for telling me about the bell! I saw that it said you could drop it in the text, but I never figured out how. I'm surprised that it was actually a card, haha.
I definitely hope that there's more content in the full version, but I think this worked very well as a proof of concept. I'm imagining all of the fun new room types that you could add to this, and various traits for the humans to have. I think there's a lot of fun things you can do with the concept!
The game is named Deck of Haunts! There's a link in the description of the video to the Steam store page so that you can check out the demo if you'd like. Thanks for watching the video and commenting!
Thanks for playing the Deck of Haunts demo, it was truly motivating to watch! (We're developing the game)
Building bigger rooms will be handy in the full game, as it unlocks higher "levels" of special rooms that need a certain tile-amount to be able to be built. In the demo there is just the one level.
What did you like the most & the least 👻?
No problem at all! Thanks so much for making your game! I had a really fun time with it.
Ah, I see! That definitely explains it. There's been some discussion in the comments about what the need for bigger rooms was, but that makes a lot of sense. I like the idea of having a tradeoff between number of rooms (which definitely makes the humans easier to deal with) and the power of upgrades that you are able to get. Very neat idea!
In no particular order, some of the things that I really enjoyed were: the various traits on the humans that made you have to adapt on the fly, building up your haunted house with different room types, and the risk / reward of the Consume card. I would love to see more unique room types (seems like this might be handled by upgrades in the full game?) and more variety in what the combat card effects are. It seems like most of the cards boil down to doing either physical or sanity damage, which is fine, but I'm sure that there are a ton of creative things you can do with combat cards. I bet there are a lot of interesting status effects that could be added. Off the top of my head, there could be like a Muddled or Confused status effect. Maybe that could make humans move in erratic directions for a certain number of turns. Perhaps a Frightened effect that works similarly to Panicked, but instead of dashing for the door the humans try to get as far away from the current room they're in for a number of turns. Feel free to take any feedback I've given with a grain of salt. I think you and your team are doing a fantastic job, keep up the great work!
Instantly want this game, great concept and loving the implementation so far!
What an interesting take on turn based deck building
Agreed! The haunted house building section was giving me big board game vibes, which I'm a huge fan of.
Absolutely getting this game due to this video thank you!!
Thank you so much for watching and commenting! That makes me really happy to see. I love indie games, and knowing that my video helped you discover one that you're interested in is super rewarding! :]
The normal humans don't seem to always take a straight path to the heart, so making lot's off small rooms to distract them might be the way to go.
I definitely think you're right about that. It seemed hard to extend the direct distance between the heart room and the entrance, but I think a bunch of side paths that aren't connected to the heart room is probably the way to go.
Very interesting game. Reminds me of Ghostmaster but more like a card game. Will be checking this out
That's exactly what it reminded me of too! I'm glad someone else remembers that game too, haha.
I don't understand why you kept making massive rooms instead of multiple small ones. That would have made things much easier. This game actually looks interesting to play though!
After having played the demo for a while I think that you're absolutely right about that. I guess I was thinking while playing that if I made the rooms large enough something good would happen? Like maybe they'd get better in some way? It seems kind of pointless to make rooms larger since it seems like the best strategy is to have a ton of small rooms that are only connected to one other small room. Maybe making the rooms larger makes them take longer to investigate? I'm not sure, it seems like they got fully investigated in one turn regardless. Either way, I had a lot of fun with the game!
@@QuanticFluxI’m not sure. But looking at some of the power ups you could give to rooms my guess is that maybe for some of the stronger room power ups it requires the room it self to be larger.
@@goober69er You were exactly right! The devs responded and said that that was the case. :]
@@QuanticFlux you made me want to try the demo and it looks like at least in the demo all the room power ups only required a 4 tiled room. Trying to figure out how to drop the bell on someone drove me nuts until i eventually figured out you need a card to do it.
@@goober69er I'm so glad that you checked out the demo! I hope that you had fun with it. Thanks so much for telling me about the bell! I saw that it said you could drop it in the text, but I never figured out how. I'm surprised that it was actually a card, haha.
This is cool!!!! Always like games when I can be the monster
Haha, I usually feel bad about being the bad guy, but this was a lot of fun!
This game looks fun but i hope they add tons of neat interaction bc this demo seems a little bit dry
I definitely hope that there's more content in the full version, but I think this worked very well as a proof of concept. I'm imagining all of the fun new room types that you could add to this, and various traits for the humans to have. I think there's a lot of fun things you can do with the concept!
@QuanticFlux yeah i totally, the game has great potential
What game is this ? Look fun imma try this game asap when u tell me its name
The game is named Deck of Haunts! There's a link in the description of the video to the Steam store page so that you can check out the demo if you'd like. Thanks for watching the video and commenting!