I think allowing allies to block ranged attacks for each other would be intuitive and add tactical depth. Also I noticed barriers have a tendency to spawn at the very edge of the field, making them rather hard to use. Wonder if that's intentional?
Maybe some attack types have a vertical advantage vs purely a horizontal one? Such as your magical laser, the first enemy or object in it's path will take the brunt of it (horizontal target) while maybe you got hit on that occasion because bow users can arc/punt a shot over obstacles? I notice some of the enemy's arrows show-casing the target's aim as straight lines versus some bowed lines (like the lava head's attack) though the one that did hit you was straight so who knows. Makes sense for the enemy to show where an enemy loses sight to hit if you're standing in their way since it allows your secondary character a chance to be safe, but I agree! It'd be nice if it could be togglable to see where they could go with and without taking your location in mind. Either a toggle or a color-coded marker showing grey/black if the target can't attack there and purple if it can reach were the characters to moved out of it's way.
12:35 I really thought the "thing" was gonna be how similar seared memory is to the ironclad card "offering" from slay the spire, not re-used art assets.
Dev here, thanks for checking out the demo! Really enjoyed watching you play, we learned a lot.
It's a minor thing, but I appreciate when your playable characters are weird monster guys as opposed to classic fantasy classes.
Yes! Even im Old rpgs those were my favorite to use.
Thanks as always for the great content, and for being such an equal opportunity spotlight for the genre's indie devs
This feels like Gloomhaven in a more playable way.
Thank you for starting to put out fires before they happen, truly you are a great playtester!
I think allowing allies to block ranged attacks for each other would be intuitive and add tactical depth.
Also I noticed barriers have a tendency to spawn at the very edge of the field, making them rather hard to use. Wonder if that's intentional?
Looks like an interesting game!
Maybe some attack types have a vertical advantage vs purely a horizontal one? Such as your magical laser, the first enemy or object in it's path will take the brunt of it (horizontal target) while maybe you got hit on that occasion because bow users can arc/punt a shot over obstacles? I notice some of the enemy's arrows show-casing the target's aim as straight lines versus some bowed lines (like the lava head's attack) though the one that did hit you was straight so who knows.
Makes sense for the enemy to show where an enemy loses sight to hit if you're standing in their way since it allows your secondary character a chance to be safe, but I agree! It'd be nice if it could be togglable to see where they could go with and without taking your location in mind. Either a toggle or a color-coded marker showing grey/black if the target can't attack there and purple if it can reach were the characters to moved out of it's way.
Maybe you could do another one with Mistic as a main ^^
there is no main though, it is just which one is on the left and which is on the right lol, the pairing only changes when more characters are added
looks great!
Anyone knows who the artist for the game is? It looks very familiar
3 mana and only 3 cards in hand seems a bit restrictive
Hey, are you okay?
Where is my daily brotato?)
3 hand with 3 mana is a really wierd. Is basicly do up to three of this random actions.
Some cards cost more, some can cost 0 apparently. There is also card draw. So I’m sure it gets more strategic.
Agreed, would be nice to draw 5 by default with 3 energy
12:35 I really thought the "thing" was gonna be how similar seared memory is to the ironclad card "offering" from slay the spire, not re-used art assets.
😀