I Added CARDS and SPELLS to my Fantasy Game
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- Опубліковано 8 чер 2023
- CARDS is what my autoscroller rogue-like needed to thrive! Let's create some deck builder elements!
THE GAME'S OFFICIAL CARD DEX: docs.google.com/document/d/1q...
I will be building this as a solo development project over the next 6-8 months to release a fun polished game for Steam!
I will need your help to develop this game through suggestions and feedback in the comments, suggestions on livestreams where I develop the game(most Tuesdays), and poll voting through the UA-cam Community Tab.
New Episodes Every Other Friday!
Discord Server: / discord
Twitter: / reecegeofroy
Instagram: / reece_geofroy
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#devlog #gamedev #indiedev #roguelike #autoscroller #platformer #deckbuilder #cardgame #indiegame - Розваги
a funny card for the knight could be "big anime sword" or something similar that gives the player very powerful but slow attacks with long reach and knockback. It would cost a lot of mana.
a wizard attack could be "random spell" which is lower mana cost than other cards, but has a random chance to burn, poison, or freeze all enemies, or do nothing.
The animation when you hover over the card is cool, but some players would probably also love having hotkeys for the cards, for quick play
Thats a good idea
for the knight, you could have a spell that cost 75 to 100 mana, and it sends out a horse dealing a heavy loud of damage. Could come in handy when there's a herd of enemies on the ground
Great idea! I’ll consider it for sure
I think a guard for the knight could be a shield to block the next attack
Or maybe taking less damage for a couple of seconds
I’m thinking the same thing
I think it would be a good idea to make the mana recharge over time and making it so that when you kill an enemy you'll get a certain amount of mana based on that enemy health
Yes, I’m still playing around with the mason system, great idea
I like that text, fits really well with the style of your game even though it's technically not pixel-perfect. Some people seem to think that retro and pixel art is synonymous and that with "real" pixel art comes hard rules like never break the pixel grid, never use transparent pixels and never use more than 8 colors. While the retro style is beautiful (Shovel Knight for example), games like Celeste shows that pixel art can be dynamically lit and combined with 3D meshes, vector art and smooth text and still look just as good and stylisticly coherent.
Glad you were able to figure out the card UI! It definitely looks way better now
Thanks! I think so too :)
Looking forward to this game!
I really can't wait. It's so awesome how you use pixel art to make such beautiful stuff.
I'm jealous!
Haha thanks Mike!!
@@ReeceGeofroy my steamdeck arrived last week so i will be downloading your game when it comes out
You can add a card called the
- Necromancer spell: After you kill an enemy, you can activate the mage spell and it recruits the enemy for your side but only half its original health.
-Poison arrow attack card: long ranged poison arrow that decreases enemy health every turn by 5%(depending on the emeny)
- Knight class
Prayer Cards: You get different cards with different gods/deities which give you different buffs. Like if you pray to (in game god of war : armor buff , goddess of fire : flame buff , etc etc)This can add interesting dynamic to the game as the player needs to decide to stop attacking or not.
I think the wizard could have a healing spell, for example “Maximum healing” or something like that. And the knight could have an Aoe attack from the sky, with some swords raining from above. It could be called “Divine punishment” but the names could change.
When thinking of the combat, unless its already part of a set plan for the mechanics, you don't need to implement commonly used things like typical buffs or status effects in most games - you can make your game stand out by brainstorming a special system with your game's own identity - I do have a couple ideas that could work with your class system with overlapping elements
1) Make your own 'stat' - health is an obvious stat, and mana is used for cards, but what if there was something you had to keep track of that could dramatically change how the game works; this could be anything from sanity to retaliation-energy to a original concept related to the game's lore - how its effected can add a lot to a roguelike's mechanics as it can cause you to create a build for it or downsides of some items can make it harder to upkeep
2) Original status effects - not too different from the first and can be done alongside it as well, but take for example elemental attacks applying debuffs is pretty common, but what if they applied effects that were neutral or even good - this allows players to create builds around these mechanics rather than just hoping for the best buff/debuff - one concept I've seen is elemental attacks applying or even requiring levels of a neutral debuff (in the game it was fire/ice/earth mana) they don't do anything on their own, but fire effect on a character allows them to strengthen their own fire attacks but they take more fire damage - their own fire effect can be neutralized by gaining ice effect stacks that then weaken fire attacks
3) Special enemy mechanics - introducing stronger and stronger enemies normally ends up with them having more hp, more damage, and also with some fancy status effects, but with no direct counter to them it can feel like a dps race with cards in-between - giving enemies special abilities only countered or more-effectively countered by certain abilities can make fights daunting but fun - this could be anything of course; some enemies can have weak spots able to be hit but it requires skill, such as by jumping or otherwise actively engaging like with a QTE or maybe even a minigame, or enemies can have certain abilities that require the player to forge a counter to it before they get there like having a cap of the amount of damage a single attack can do, or many enemies needing AoE effects, or incorporeal creatures needing specific attacks that can target them - like the special bloons from bloon's tower defence
Edit - 4) Mess with the rules - without adding any extra mechanics you can shake up the combat - enemies or abilities, whether good or bad, can change the hand size, draw number, give or take mana, cards costing HP, temporarily adding or removing cards from your deck, swap elemental damage, ect. - there probably isn't anything you can't do that won't do at least something interesting
For the Knight, I’m thinking of a shattering strike, something that cleaves defence in half for a few seconds or does more damage to enemies the more health the enemies have.
The Wizard could have cards that do more damage when the target is either on fire or frozen, and then using the other element accordingly to deal more damage, sort of like a frostburn combo effect. Alternatively there can be a spell that will orbit around the player and then fire when the player uses another attack card, with those orbs maxing out with 3 orbiting around.
Neutrally, a charge card is always handy, something to prep a powerful spell, or even something like a small heal spell.
The idea of inflicting status effects has always been my favorite way of fighting, so something like a class or more spells that cause different effects could be interesting to see;
Slow makes the enemies attack slower,
Berserk makes the target deal but also take more damage,
Burn deals damage over time,
Poison deals damage when the target moves/attacks,
Chilled/Frozen makes the enemy unable to move, but can use spells that don’t require moving, like psychic powers,
Confused makes the target unable to use specific moves, and will attack and move randomly,
Another thing that could be cool to see is stacking the effects, to certain levels, with the more stacks applied the more often or stronger the statuses are. A level 3 burn will happen more often than a level 1, a level 2 slow will make the target move even slower.
I’m really looking forward to where this game will go!
The cards are looking great! I can't wait to see what types of cards you create.
I think a turn around card (yes like UNO) would be a nice add to the presentation. So the hero runs from right to left for a short amount of time to take out enemies which had survived (Zombies, Undeath, Wounded) or collect treasures and alike the player had missed. Or the card itself has an effect like faster attack speed for 30sec.
really cool cards
also here is some card ideas:
needle: (any class) attacks have a chance to pierce enemy's dealing more dmg to closer enemy's
ice spike: (ice) shoot out ice spikes that slow enemy's and give frostbite (dmg over time)
I like the ice spike idea!
For the wizard: a spell that neutralises the enemy, so they can't attack and have a less max HP. You could also make a spell 'Levitate' which stuns the enemy.
For the knight: 'New armor' which gives you more HP for a certain amount of time. 'Dual wied' wich doubles ATK or increases SPD.
For electric deck: 'electric lance' pierce and stun close enemies or throw at far away enemies and make some kind of temporary lightning rod that does a large amount of damage over time and has a certain range
This really looks awesome man, the font is pretty cool, and I can't wait to see more.
Thanks!
@Reece Geofroy No prob. I'm guessing you add more cards to the selection or deck when you level up, but is that how it really works? And for a card I think just a basic spell like Touch of Frost, 30 mana, freezes the enemy for some ammount of time. I think for higher ice spells they'd affect more enemies and last longer and deal dmg. Which this basic one wouldn't. What do you think?
Card Idea: Fist Bump: A giant fist would come down from the sky crushing enemies (would only last for a couple seconds), but after that the squished enemies would leave bits of sticky goo that slows the player and slows down their mana production, the goo could also change based on the enemy that was crushed and could even leave status effects like the poison or burn you implemented in this video. P.S. I love rogue lite card games but haven’t really been able to find one I really truly like, but this game feels so simple (in a good way), fun, and bursting with potential! Can’t wait for the next devlog!
The LV.4 kinda looks like L ll4 because of the way L's look. You can see the LV at 6:05 I recommend putting a small space after the V.
here are some of my suggestion:
-have some variety of wizard hats and knight helmets. some hats and helmets will let you use different elements. like a fire hat will only able to let you use neutral and fire cards. some will let you use 3 or 4 elements. this way the element mechanic is not tied down to the class system.
-have some combo cards like a cold breath card used after a water splash card will freeze the enemy.
-also have some cards that are exclusive on a certain class like a omni-slash spell can only be used by the knight.
This is awesome, everything's so clean!
Thank you Freddie!
I love the idea so far! Rather than a card suggestion, I have a class suggestion. The Jester: Gains access to cards from a random class and two random elements at the start of a run. This would create runs where instead of playing the Knight Class with Fire and Electric, you'll essentially be the Knight Class with Ice and Fire or Ice and Electric. It would be a fun way to add some optional chaos to the run.
That sounds awesome! I love that ideas I’ll give it a jot down in my notes
It’s not a card idea but it’s an idea for a new class that I haven’t seen a lot.
Floramancer. A class that uses chlorokinesis (ability to control plants) could have a a dark green color scheme with lime accents.
Card ideas for it:
Leaching- will drain enemies health and give it to you.
Vine Whip- hits two enemies at once
And for element cards they could have water based cards and maybe electric (cuz light)
Really enjoying these types of dev logs. Just relaxing and enjoyable
Also, would a knight be lightning or something more like Holy, since he's an honorable knight? Somewhat of a Paladin. It would make more sense than a knight randomly having spells if he was a magical class. Then you could add some form of healing to the game as well for that class specifically.
A neuteral mana boost crad could work giving a mana boost for a short time but cost 150 mana or some expensive price
about the burn and poison, both can be dot, just make fire be high elemental damage, so enemies with higher resistance to elements will take less damage from it, and make poison be a fixed but "true" damage, ignoring the targets resistance making it very useful against high defensive enemies
The knight could do a big swing with a sword that emits bleeding damage and the wizard could do a really expensive hypnosis spell that takes an enemy and adds him to your side. There could be a neutral attack that does a lot of damage that’s lobbed to the enemy in the back
IDEA: A class called the alchemist it is mostly card based as it has potion cards that are either buffs or getting de buffs to enemys and maybe can remove de buffs and other stuff like healing
THIS IS SO COOL KEEP UP THE GOOD WORK
Ice element spell idea: freeze all enemies on screen for 6s + 2s for every on screen (so if there is one enemy it freezes for 6s, if two than 8s) for max 16s of freeze
Card Ideas: big rock and thunder strike (You probably thought of that already), hord of bats that deal damage, Fire ball, Wall or spikes that stops enemies, Plant that heals
Awesome progress! Looking forward to trying this out when it's released!
As far as unique Knight or Wizard cards... To further incentivize using elemental cards, maybe there's an Elemental Boost card to buff elemental card power/effects by 25-50%? Could be unique to Wizard, or they could be elemental cards themselves...
I would also like to see some "AoE" type cards for Wizard, like a "Wall of Fire" or something that damages enemies that are just walking onto screen for a while.
Knight seems like a character that would focus on buffing themself, reducing incoming damage, or dealing lots of damage up close.
Last note.. If you haven't already considered it, will you be implementing "relics" or something of that sort? i.e. a "Frozen Heart" that passively buffs your Ice cards by 10% or something.. etc. I think "items" dropped by enemies, or maybe enemies drop money and you occasionally walk into a shopkeep/traveling merchant and choose items or cards to buy, would be a fun addition that gives the player a bit more agency in building their deck.
Best of luck! Looking forward to future updates!
So glad to see another devlog❤❤❤❤
More to come!
Wizard card - a spell called curse of the lich that brings an enemy back to life to fight for you. It could be used in battle when there are lots of enemies, and you need a hand
LOVE this idea.. definitely going to consider this! Could be nice to have little bodies of fallen enemies that stay for a certain amount of time for death spells like this
niiiice i was gonna suggest something very similar
Synergies are super important in games like this.
Maybe give the Wizard some cards that care about your mana being full or low
And your Knight similar features for health? Like a vampirism build that combines gaining health back and dealing self damage for bigger attacks
I think that you should be able to build a party throughout the game, maybe around a 3 person party, with each having their own deck, as each side of the screen seems almost empty, but it being that way may be a good thing.
Awesome idea with the card text! Big brain I.Q 200+ ingenuity :D Keep up the good work Reece, inspiring as always!
Thanks! Will do!
i was thinking about the jumping button being used to skip enemies by jumping over them, maybe the combat start when the main character bump on enemies so you have some choice to skip certain enemies, if you time your jump correctly. Or random cards or items randomly spawn on your way and if you don't want it you jump over them, or they spawn on air as well so you jump to pick them up if you want it. This is some ideas to make the jump button useful.
Passive effect idea:Your mana regen speed is increased by some multiplier (e.g. 2x speed) but so is the hourglass so you are constantly cycling and playing cards at a faster rate. Could be fun to see, especially if some cards have a draw / discard effect (which would make for some fun and interesting decks).
Also I have to imagine there will be some sort of thinning mechanic to cut out certain cards you don't want in your run, those are always nice to have in a deckbuilder roguelite.
Yep, great idea I could add a speed up on the wizard class, but also yes there will be chances for players to buy new cards to add to their decks as the run progresses!
Great job getting text on the spells! It looks great🙃
Thanks! 😁
I've got 2 card ideas
Knight card:
Spike Shield[75] - Parries the next couple of attacks (dealing half of the damage that could be dealt to the player)
Wizard card:
Touch of Time[50] - 20s Slows ALL enemy movement, decreases damage output, but increases attack speed.
Just some ideas;
A ranger/Archer class with cards like, multi-shot, hit 2 or 3 targets for a short period of time / A Panther or Wolf, to deal some DMG and Tank some hits for the Archer/ranger
Nature/Poison Magic with same effects to Poison effect you are planning
Lightining Magic for stun
Water Magic for slowing down, or maybe heal
And i love the game idea, good luck making it
I imagine the wizard could have spells with a long cast time that replace the normal attack for a while. Any cards that modifies your attack would apply to said spell being able to combine effects into one large multi-hit attack. Maybe you could combine status effect cards into unique effects, like poison and fire causing an explosion on top of the normal damage of the spell, fire and ice a smoke cloud that prevents you from being hit until you move / a certain duration. But the obvious thing would be to to stack effects that are like +10 power to your next attack, so instead of a single target being hit with it it's an AOE that gives the card a bigger payout.
This game is starting to come together. The pixel art looks really sick too. Nice work. ❤
Thanks Lambert!
lets cure it
Very nice work think the cards look great! For a lightning card for the Knight, perhaps a call down lightning type thing because lightning is attracted to metal, or a sword throw type thing! :D
Knight Card: Thunder Bash (20)- has a chance to paralyze enemies.
Wizard Card: Paradox Blast (45) has a chance to either burn or freeze (50%)
Wizard: A card that allows you to choose out of 3 cards that were randomized from your deck that you could then cast.
Wizard: A card that summons a monster.
Wizard: A card that shoots a fireball that knocks back enemies. (Basically knockback could be great to allow for stalling for better timing of mana to some degree)
Wizard: A card that makes the timer either move slower or faster allowing you to cycle for the card you want faster or slowing things down so you get time to use the card you have been holding onto a little longer.
Knight: A card that spawns a shield wall abit ahead which allows you to focus attacking the guys that were in range already. (Basically slow down the damage by reducing the amount of mobs hitting you right now by limiting some from getting to you temporarily).
Knight: A card that that a slam and if the mobs infront of him are below like 30% health will be killed instantly otherwise it will just do damage.
I would think that for the Wizard and night classes, some speels that Spawn Spikes or gives the Player a shield, would bei very fitting :]
This game has so much potential.
It would be super cool to see more classes, or maybe even hybrid classes like Warrior-Mage or maybe like a Archer-Hunter
Whag you could do with the card size to help is having them slightly pushed the left of the screen and a bigger picture displaying the card on the right dependant on what you’re hovering on
id say something like:
heat wave
piercing atk that burns enemies
prince rupert's drop (maybe a dual purpose)
aoe bleed/single target high damage (maybe based on chance or choice)
Lightning card Thundering rush - discard 2 cards, gain attack speed and attack pierces one enemy
Poison could reduce max hp so players have a counter if you ever add an enemy that heals. Additionally, you can give enemies the poison status to give challenge to healing builds
dont forget to design a specific gimmick for each class, since this is an action-roguelike-deckbuilder, i recommend doing a specific gimmick for the cards, and for the character, for example, and this is just an example, the mage after the turn passes, gain an discount on the next hand he draws, for every spell he didt cast.
Yep passive abilities are already in for each class 👍
I would love a goofy little card called Block of Blocking, it would be a summonable block with a heath pool that blocks attacks.
you could even argue this works great for the knights seeing as a paladin is a sub division of knight.
Maybe you could add a trick card and it disguise itself as other cards until you click on it and then it becomes like Packman and eat your cards until you stop it
The cards are looking good so far! Though I'm a bit worried that the text is really close to "30% chance to burn/poison", which may make them a bit unclear if someone isn't looking at them very closely. I know you are pretty limited on space, but maybe there is another way to word them?
As for card suggestions, you can never go wrong with a chain-lightning type of effect.
For the knight, there could be a card that could decrease the damage of enemies and could be used while other cards are still in effect.
A multishot spell for the wizard sending out a small barage of attacks doing small damage but allowing it to hit enemys behind
Well done homie
Thanks brother 🤙
This reminds me of rungore. Still cant wait to see how it turns out.
Give the wizard a lightning strike or something that hits multiple enemies at once. For the knight I was thinking of a shield for blocking or deflecting.
If you darken the banner behind the card titles or leave it bright and darken the color of the card title letters, there will be a nicer contrast and help hide the cramped spacing on cards with longer names
Also, if you make the card descriptions lowercase, they will be easier to read at smaller font size, since your eyes can read words faster based on the shape of the word (shorter vs taller letters). This will also create a more distinct visual hierarchy between the card's uppercase Title (primary info) and lowercase Description (secondary info)
Game looks good, what game engine are you using & do you have any tutorials on how to make a card building deck game with the rpg elements? Thanks.
but for your question the wizard should probably have a minion that can can make you do 1.25 more damage and also sending crystals that give them frost bite(it will slow they're attack speed and do damage overtime) and the minion will stay there for 7 seconds
alsoi think this should cost 85 mana
You could create a wizard card that makes your bullets heal you instead of damage the enemy for a short time, such as
Siphon [10] - bullets heal you equal to the damage they inflict
Wizard card : throws a spell at the closest enemy to the plier, which will cause the enemy to be stunned for five too 3 seconds
With the knight you could give him eye of fire but name it Enchant fire which would inflict extra fire damage on hit and maybe you could add a orange aura around the sword because of the fact that the knight can use fire elements I think it would fit better
you should add some cards that give passive effects instead of costing mana, and perhaps some that can be toggled to slowly drain your mana but in return activating a passive effect
For thematic purposes, make the Knight’s cards have green “stamina” costs (which work exactly like mana but it’s green). This is similar to Slay The Spire where every class has a energy bar that looks different but they all work the same
I think you should make the cards look like there in a deck like having them slightly overlapping and facing different directions. Also make the card costs much cheeper for simplicity like make cards cost like 2.5 or 3 instead of like 50 or 100
maybe charge spell the makes the knight dash into enemy dealing incredible damage but lowering your own attack speed for a short amount of time (something like 5s).
Very interesting! I like the idea for sure
If you want to stick with the archer maybe he is a general who has 2 builders so he can have a wall and a tower between him and the enemies. And maybe he must gather resources for this while the other classes don't gather at all.
I think it would better of instead locking the elements to a sertan class you should give them a max amount of elements they could obtain/use.
For example: kningt can only use 2 elements and mage 3
What about support units in general? They give the game more variety and visual appeal while also make the gameplay deeper. The archer for example could be such an supporter or a dog or a bear. And I don't mean a temporarily one like the bees. I mean one which adds to the story like an NPC which wants to be brought back to its village or a pet. They should autofight. So they give the players time to react. By now the game seems very fast paced and maybe overwhelming or stressing in the long run. Another option would be supports which never fight but give other ways off help. Like bringing loot into town. Or these fellows are just bringing own temporary decks to the table which diverse the gameplay and are shown as a portrait at the left or right.
I think you should divide all the cards mana cost by 5 and also decrease the amount of mana you gain to make the game easier to eyeball
I’ll see if making the mana cap lower helps but this will come later when I can start actually playing and balancing the game :)
Broo i think you should add a sleep spell, pirhana plant typa spell that eats people, summon clone/giant spell (like a temporary thing or special move), kamehameha, and for knight defo add like cool sounding moves like 'Earth Splitter' or somethin
I like the black eyes for the bees :(
Wizard spell: Spell Of All Trades:
Cost: 50 Mana
Effect: Casts a random 50 mana spell of any other class by summoning a portal from where the class attacks from. Can not do a neutral, wizard, or elemental spell
Knight spell: Bloodlust
Cost: 30~50 Mana
Effect: Increases attack speed for a short period of time, the first enemy killed in the duration of the state will heal the user. Using the card again will let you heal once more and the effect duration stacks
These spells might also fit a "Summoner" or a "Berserk" class respectively, but do perfectly fine as Wizard and Knight spells
LOVE bloodlust. I’m thinking of having 2 unlockable classes (one being the berserker class) so this spell will definitely in some form be in the game
The knight could have a card that acts as a party/counter or maybe just a deflect
Maybe try adding some form of a defensive playstyle. Like cards that reduce damage or outright block attacks. Added with cards that spawn minions that do the fighting for you it could add a completely different playstyle.
Yep, I have ideas for cards like this already! Actually the final unreleased class is quite defensive as an entire play style so there will definitely be a lot of balance between offence and defence
@Reece Geofroy you should add a rounds and a shop that will be between round where you can buy new cards so they can show up in your deck or potions, power ups, armor or anything and also currency, it would make the game better becouse every game like this always has a shop between rounds or in the rounds you can customize it but hope it helps make your game better
Yep don’t worry I already have plans to add this feature, just very early on I development rn
right now the game looks like an idle game where you can't really die and automatically kill enemies but can increase the killing speed by actually playing yourself from time to time. I think the auto-scroller component right here is just visual and the game doesn't really have to do anything with the scrolling itself
Maybe for the knight class you can have a card that summons shields/towers/horses(for a calvary *Idk spelling sorry*), then for wizard also have something similar like summon a minion or something like that
Maybe an electric type card that increases your mana, but temporarily decreases the max number of cards can hold. It could be used in order to support other cards with a high mana cost
Hear me out.
Wizard class has a card that makes his eye slightly larger for one attack to deal more damage. Significant or not is up to you.
Just thought it's an interesting simple idea that could come in handy when you need to kill something quickly.
I’ll definitely have some spells like that in different card decks :)
Could add an upgrade card that when selected upgrades a random card to the next grade? Would be cool maybe even have a chance system so if you have 2 common and 1 epic the common cards have 45% chance to updgrade and the epic has a 10% or something :D
Lightning strike-card that will strike enemies and that will make the stunned for 10s to 20s you will use 30mana to use this card and if theres a shop make the card so that you can only have that card by unlocking this into your card deck
I think that if you choose to use a non pixelated font for the card info, you should use it for everything, such as the cards hp and the player info.
I agree, I’m thinking about moving this over in the near future
I think you should be able to (maybe rightclick?) a card, and it will allow you to gain like half the mana the card costs. Also, maybe a card for wizard that confuses the enemies and makes them help you instead of attacking you? I think that can be really cool.
Wizard: Fire Rain
Knight: Thunder dash(charges forward while dealing insane damage)
I have an idea for a fire rain spell actually!
quick question: What software are you using? I'm trying to get into making some games but I'm unsure of what programs to us. Thanks!
Adding different enemy classes would look so good, it could work similar to minecraft and terraria where different enemies attack and behave differently. The game so far looks really good .
An electric enhacement for the knight that adds electricity to it and it chains with other enemies
Manly ice-ice projectile with poisoned water inside, when projectile hit enemy the enemy will take damage after 2s and this will be going around 6s to 16s, unlocked in the shop
Thanks for the card suggestions!
Honestly it still seems like there isn’t enough room for text on cards. If you look at the other roguelike games you mentioned, they have many cards with longer descriptions. As you progress beyond the most basic of effects you’re going to come up with more complicated effects that need more words to describe. If you don’t have space for many words you’re going to end up with descriptions that are overly terse and confusing. Card games like this operate with keywords (like Weak, Frail, Vigor from slay the spire for example) and being precise with descriptions is important for knowing how the effects will interact
for Knight:
Names War cry, Taunt, Barbarian,
5x more dmg&atk speed for a couple of seconds
The cards look cool, I just think they need to be a bit bigger when you hover over them
I really like how the gane turned out. But I have a question: Will you release it for free?
just smth i noticed, but may want to make the cards a lil bigger relative to the text (or vice versa, or thinner font)
just that venom touch text in particular looks like its going a bit over the edge of the banner