Give a big thumbs up for the art team! They make great things. I remember the old builds with no art or only replacement arts. As for the game, it looks like the damage and life totals are in a normal range now. Limiting those numbers is good for game balance.
This is an insane team that Tempo has built and this game is going to be the next huge thing. Fun for the newcomer, challenging for the seasoned veteran, I love the direction and concept behind these development choices.
Will there be "Epic" monsters that are somewhat predictable within your path that are very challenging and might require build modification mid run but that, if defeated, give you some type of permanent buff? Something similar to Baron Nashor, but for the Bazaar?
TL;DR - Monsters are unique not because they all have cool specific items, but because they have cool/broken/interesting hero powers paired with normal items. Works for me!
I think an encounter that would be pretty cool would be some kind of void/demon creature that shows up and cuts your max hp in half, should you choose to take their deal. Then the you get a hero power that has the effects "All damage taken is halved but you cannot heal or gain shield"
I think that having story arcs with monster encounters would be fun. After encountering monster A, the next event will give me the option to pick monster B as the encounter. Monster B is related to the Monster A encounter. Like if Monster A encounter was a witch that cursed you, then you can choose to chase down the witch running into Monster B in the forest, then moving onto finding the cure for the curse with the Monster C event.
You need something like the "big goron sword" quest. Someone gives you an item to give to someone else. Maybe those items have goofy effects or take up room that you have to adapt to using until you can get the payoff big end item from the quest.
I would love if there is hidden ways to get super rare items. Like multi-step/choices that unlock the ability to get a power or item. And of course it is narratively built. And even better if we can randomly see NPC with these items or powers as a way of hinting there is a way to get these items.
I think having the choice between merchants looking that similar to the choice between items is very dull. Maybe consider having that UI look cooler, so it will also give you more the feeling that you are on an adventure. An idea is to have like a visual path so it looks like you choose a path instead of just an icon :) keep up the good work!
Isn’t it going to feel really bad when you buy an anti-shield item and the opponent has no shields? This plays into the interactivity question I think.
Seems like the point they’re trying to get across is that if you have a one-dimensional build, picking up an odd item that doesn’t necessarily fit it that counters what counters you lets such builds exist.
The idea is you only pick up that item if shields completely shut you down. So if a build doesn’t have a shield, you still have an advantage against it even with a dead item.
I think it would be cool to have a really big, hard to beat boss that you could choose to fight at any time. So you could have a goal of beating this boss monster but still trying to keep a decent build to beat opponents. It would be totally optional but could be really risky. Like if you lose, your run ends but if you win, you get a huge buff.
What's the best way to give feedback on development? I feel very strongly that green timer effect on the player's cards is going the wrong direction. With the green bar effect going away from the player, it makes me feel a disconnect and makes the auto battling phase feel weird. Think about UX concepts... you're trying to represent the time remaining until MY action triggers. The most intuitive way to do that is with an hourglass... and hourglasses flow downwards, towards the person, making the connection with my cards stronger. It's a minor thing but I feel like each players' "green timer effect" on cards should elapse towards themselves.
Interesting, it filling up feels more like a meter, positively going up from 0 to 100% at which point its ready. It falling towards the bottom looks more like a drain, as if the card itself is negatively running out, maybe if something has a limited use they could go that way to differ themselves. Or they could flip it for the enemies side so you can differentiate the cards easier. One side goes up the other down.
Disagree. To me, it feels like the item itself is filling up from empty to full like a glass of water or a battery charging animation. Also, when my items fill up completely, they send their effects toward the enemy, matching the direction that they were filling up and completing the flow of animation. It also seems like I'm in control with all the bars moving away from me and toward my opponent rather than everything moving toward me. It is slightly weird that the opponents items fill upward as well, but it would probably be weirder to have them moving opposite directions. I know for a digital card game, all cards are right side up for each player, so that part is just a bit of a limitation to deal with.
It's somewhat hard to follow Steve to be completely honest. He should talk a little bit slower with more pauses in between. I am happy with the development though keep up the good work
@@vizmatik the Game has been developed for 3 years now!! This isn‘t GTA VI it is a Card game.... i like Reynad and would like to play this game too but come on.
@@arminbaldon5347 Hopefully it's coming out soon, the previous game states looked unstable as they were still iterating over the game's core mechanics. I think Reynad wants to create the next best thing so his expectations are quite high
@@arminbaldon5347 Hearthstone took 6 years to develop. 3-4 years is well below average for a AAA title, and we've built a new studio from the ground up along the way. You have no idea how long it takes to make a good game, so why pretend that 3 years is some insane development time? What is the alternative you're pushing for? Releasing an unfinished game too soon, as if you wouldn't complain about that too?
I've been following the bazaar since the announcement, and I think this has been the most uninteresting update video so far. I'm not exactly sure why, I guess it was just very monotone, and took 8 minutes to explain a simple idea, coupled with many very specific details that could have been omitted (i.e. did not add much value to the video itself). Not trying to be Negative Joe here, just giving my feedback.
Hmm, I followed it from the start as well and this is the first video that gave me a bit of hope the game can end up okay. The videos with Reynad and that other guy were just not professional.
Give a big thumbs up for the art team! They make great things. I remember the old builds with no art or only replacement arts.
As for the game, it looks like the damage and life totals are in a normal range now. Limiting those numbers is good for game balance.
This is an insane team that Tempo has built and this game is going to be the next huge thing. Fun for the newcomer, challenging for the seasoned veteran, I love the direction and concept behind these development choices.
Will there be "Epic" monsters that are somewhat predictable within your path that are very challenging and might require build modification mid run but that, if defeated, give you some type of permanent buff? Something similar to Baron Nashor, but for the Bazaar?
I see that freeze VFX. Damn that looks pretty.
This game looks so fun, I can't wait to play it :)
The Big Market scene from Valerian always comes to mind when I think of this game.
Can’t wait!
Feeling good about the future of the bazaar with these new hires. They seem great!
TL;DR - Monsters are unique not because they all have cool specific items, but because they have cool/broken/interesting hero powers paired with normal items.
Works for me!
I think an encounter that would be pretty cool would be some kind of void/demon creature that shows up and cuts your max hp in half, should you choose to take their deal. Then the you get a hero power that has the effects "All damage taken is halved but you cannot heal or gain shield"
Enjoyed this update! I feel like you have an excellent idea here. Well thought out, to provide me some hype.!!
I think that having story arcs with monster encounters would be fun. After encountering monster A, the next event will give me the option to pick monster B as the encounter. Monster B is related to the Monster A encounter. Like if Monster A encounter was a witch that cursed you, then you can choose to chase down the witch running into Monster B in the forest, then moving onto finding the cure for the curse with the Monster C event.
You need something like the "big goron sword" quest. Someone gives you an item to give to someone else. Maybe those items have goofy effects or take up room that you have to adapt to using until you can get the payoff big end item from the quest.
Keep it up the game looks awesome!
Looking better and better, can't wait to play!
I would love if there is hidden ways to get super rare items. Like multi-step/choices that unlock the ability to get a power or item. And of course it is narratively built. And even better if we can randomly see NPC with these items or powers as a way of hinting there is a way to get these items.
This. ;)
I think having the choice between merchants looking that similar to the choice between items is very dull. Maybe consider having that UI look cooler, so it will also give you more the feeling that you are on an adventure. An idea is to have like a visual path so it looks like you choose a path instead of just an icon :) keep up the good work!
Isn’t it going to feel really bad when you buy an anti-shield item and the opponent has no shields? This plays into the interactivity question I think.
Seems like the point they’re trying to get across is that if you have a one-dimensional build, picking up an odd item that doesn’t necessarily fit it that counters what counters you lets such builds exist.
The idea is you only pick up that item if shields completely shut you down. So if a build doesn’t have a shield, you still have an advantage against it even with a dead item.
@@coltonthedrummer Interesting design choice, not sure how it will feel
How will the indiegogo backers' monsters fit in? Will they be fightable monsters?
I think it would be cool to have a really big, hard to beat boss that you could choose to fight at any time. So you could have a goal of beating this boss monster but still trying to keep a decent build to beat opponents. It would be totally optional but could be really risky. Like if you lose, your run ends but if you win, you get a huge buff.
Maybe one day Bazaar will come out.
will this game ever be released or everyone will have to play HS Mercenaries
How many playable characters are you having on release? 6?
What's the best way to give feedback on development? I feel very strongly that green timer effect on the player's cards is going the wrong direction. With the green bar effect going away from the player, it makes me feel a disconnect and makes the auto battling phase feel weird. Think about UX concepts... you're trying to represent the time remaining until MY action triggers. The most intuitive way to do that is with an hourglass... and hourglasses flow downwards, towards the person, making the connection with my cards stronger. It's a minor thing but I feel like each players' "green timer effect" on cards should elapse towards themselves.
Interesting, it filling up feels more like a meter, positively going up from 0 to 100% at which point its ready. It falling towards the bottom looks more like a drain, as if the card itself is negatively running out, maybe if something has a limited use they could go that way to differ themselves. Or they could flip it for the enemies side so you can differentiate the cards easier. One side goes up the other down.
Disagree. To me, it feels like the item itself is filling up from empty to full like a glass of water or a battery charging animation. Also, when my items fill up completely, they send their effects toward the enemy, matching the direction that they were filling up and completing the flow of animation. It also seems like I'm in control with all the bars moving away from me and toward my opponent rather than everything moving toward me. It is slightly weird that the opponents items fill upward as well, but it would probably be weirder to have them moving opposite directions. I know for a digital card game, all cards are right side up for each player, so that part is just a bit of a limitation to deal with.
can't wait to play the bazzar whan im 99 on my death bed
I remember this announced 2015?
NO INFO ON BETA = BETA OCTOBER LULE
push
It's somewhat hard to follow Steve to be completely honest. He should talk a little bit slower with more pauses in between. I am happy with the development though keep up the good work
Gosh, that guy talks fast hahahahaha
how does reynad feel about HS completely ripping off his game for their new Mercenaries product?
They are very different games? Bazaar is an auto battler where mercenaries the player chooses attacks and builds their team before any battles
Year 2045: welcome guys to another Update.....
Guess what, trying to make new things instead of copy pasting the game industry meta is not as fast
@@vizmatik the Game has been developed for 3 years now!! This isn‘t GTA VI it is a Card game.... i like Reynad and would like to play this game too but come on.
@@arminbaldon5347 Hopefully it's coming out soon, the previous game states looked unstable as they were still iterating over the game's core mechanics. I think Reynad wants to create the next best thing so his expectations are quite high
@@arminbaldon5347 Hearthstone took 6 years to develop. 3-4 years is well below average for a AAA title, and we've built a new studio from the ground up along the way. You have no idea how long it takes to make a good game, so why pretend that 3 years is some insane development time? What is the alternative you're pushing for? Releasing an unfinished game too soon, as if you wouldn't complain about that too?
I've been following the bazaar since the announcement, and I think this has been the most uninteresting update video so far. I'm not exactly sure why, I guess it was just very monotone, and took 8 minutes to explain a simple idea, coupled with many very specific details that could have been omitted (i.e. did not add much value to the video itself). Not trying to be Negative Joe here, just giving my feedback.
Hmm, I followed it from the start as well and this is the first video that gave me a bit of hope the game can end up okay. The videos with Reynad and that other guy were just not professional.
I see a bazaar vid without reynad, I skip.