There is a psychological thing where people don't like obvious negatives especially when its forced onto them though you can usually design around that to get a similar outcomes by tweaking the numbers and modifiers. There was a online game that after playing a certain amount of matches it would give you a debuff which halved the XP you got from subsequent matches... they rebalanced it so you gained halve XP by default and then gave first "x" match massive XP bonuses which worked out where the grinders got around the same amount of XP per day on avg and the "casuals" actually got more which also helped as a "catch up mechanic" and everyone said it was one of the best changes.
@@DaKing08 I have read it before but also around the 21:30 mark in the "Game Design Principles for 1000h+ Games - Mikolaj Marcisz" video on the Game Industry Conference he outlines it pretty well
Same mechanics was changed in World of Warcraft :) First, they lowered gained XP for players who played a long periods of time but then, after a lot of complains, they've changed it to "Double XP" for about an hour after logging in@@DaKing08
This game seems pretty fresh for the genre but it definitely is suffering from a lack of explanation/clarification on mechanics and a lot likely was lost in translation
@@Forien Lol him not noticing dark priests text wasn't on him for sure. Moreso meant thing like the discard skills not elaborating on the implicit draw to replace, as well as the confusing flavor of calling the discard pile a graveyard in the context.
Reto, love it that you coverd this. Started monday with this and thanks to you i'm loving the deckbuilding genre in a long time. So keep up the good work!
This. This would definitely be a great series that I would love to watch you play. It's such a good mix of mechanics and strategy on a rogue like card game that brings so much to the table
What I think would make it interesting is if in the future higher their hero cards were spiced into two diff elements in a way that you could focus on having a two element or even one element focused deck
Agree with the majority here that even though there's some stuff missing from the explanation, this seems to have a lot of potential and I'd certainly watch some more ( maybe wait further development?).
I think they should just change the balancing for the elements from 200%/100%/50% to something less extreme like 150%/100%/75% (maybe with the option to even further decrease OR to increase the effect with artifacts). You would be more able to focus on one element and still use good combos of that main element in your "weak" encouters.
Hot take, Straights should be slightly worse than Triples. It feels like it'd be harder to have 3 of the same element than 1 of each. I also think there needs to be more reasons to go for specific combos. Getting a 2x bonus to damage and block/shields is nice, but it feels too much like an all or nothing system. Maybe there are more Artifacts that play into it better, which I would hope given it is kind of a core mechanic. Something like 'if you have 2 of X and 1 of Y, do this' or even specific field positions, like an effect if you have 'Fire, Water, Fire'. Other than that, I think this is a pretty neat entry in the genre, be interesting to see where it goes.
Mmm, seeing how attacks are always left to right (for enemies), and there is a Player leader mechanic.. I don't see why they wouldn't want to use a Paper Mario or Darkest Dungeon Placement for Units. Would be visually logical. But anyway, I really like what I see in terms of gameplay and systems.
I like what they got going on here, but either runs are a bit long, or the choices lack a bit in impact or "run definition." Id like to see a part 2 just to find out if it starts to get more busted in the middle- late game. Assuming there's 3 worlds. The tutorial and onboarding was a little dense too. Its not to uncommon that the first third of a deck builder is a little slow/setup/formality...
This game screams great game mechanic ideas but amateur indy team execution. Games like this need the support of an experienced publisher to polish and tighten up the many loose bolts. As-is, it seems fun, but also a waste of time in the long run.
Retro I'm so happy I found your channel but now I'm watching so many videos and want to play so many of these games lol
I’m glad you covered this. I was playing it last week and thought it could use a bit more attention. I’m interested to see how it develops.
There is a psychological thing where people don't like obvious negatives especially when its forced onto them though you can usually design around that to get a similar outcomes by tweaking the numbers and modifiers. There was a online game that after playing a certain amount of matches it would give you a debuff which halved the XP you got from subsequent matches... they rebalanced it so you gained halve XP by default and then gave first "x" match massive XP bonuses which worked out where the grinders got around the same amount of XP per day on avg and the "casuals" actually got more which also helped as a "catch up mechanic" and everyone said it was one of the best changes.
What game was it? Just asking
@@DaKing08 I have read it before but also around the 21:30 mark in the "Game Design Principles for 1000h+ Games - Mikolaj Marcisz" video on the Game Industry Conference he outlines it pretty well
@@shannenmr interesting, thanks for sharing
Same mechanics was changed in World of Warcraft :) First, they lowered gained XP for players who played a long periods of time but then, after a lot of complains, they've changed it to "Double XP" for about an hour after logging in@@DaKing08
@@DaKing08 World of Warcraft. I was in the beta.
“Retreat when straight” My life motto.
*holds in giggle* 😂
Im so glad that you are trying this one out! it deserves more attention! :D
The art style brings me back to 90s rpgs- and the system is neat 🤔 makes it more fun to watch when it’s this different
This game seems pretty fresh for the genre but it definitely is suffering from a lack of explanation/clarification on mechanics and a lot likely was lost in translation
@@Forien Lol him not noticing dark priests text wasn't on him for sure. Moreso meant thing like the discard skills not elaborating on the implicit draw to replace, as well as the confusing flavor of calling the discard pile a graveyard in the context.
I'd love to see this become a series! 😃
Reto, love it that you coverd this. Started monday with this and thanks to you i'm loving the deckbuilding genre in a long time.
So keep up the good work!
This. This would definitely be a great series that I would love to watch you play. It's such a good mix of mechanics and strategy on a rogue like card game that brings so much to the table
I bought this a few days ago but haven’t had a chance to play. Glad to see you covering it.
What I think would make it interesting is if in the future higher their hero cards were spiced into two diff elements in a way that you could focus on having a two element or even one element focused deck
This is genuinely a really interesting take on the formula, yo. Also, Happy Thanksgiving, Reto!
Agree with the majority here that even though there's some stuff missing from the explanation, this seems to have a lot of potential and I'd certainly watch some more ( maybe wait further development?).
Pretty interesting combat. Thanks!
I think they should just change the balancing for the elements from 200%/100%/50% to something less extreme like 150%/100%/75% (maybe with the option to even further decrease OR to increase the effect with artifacts). You would be more able to focus on one element and still use good combos of that main element in your "weak" encouters.
I like this game would be curious to see a series to understand what other characters are if they are mono element or specialize in other things etc
Would definitely like to see some more
34k views at the time i'am writting this, I sure hope he'll play more of this, I loved watching him play this
this looks a lot like that newish heathstone game mode no one plays. which is nice, if its more accesible
Nice game. Reminds me of Triple Fantasy.
More please.
Hot take, Straights should be slightly worse than Triples. It feels like it'd be harder to have 3 of the same element than 1 of each. I also think there needs to be more reasons to go for specific combos. Getting a 2x bonus to damage and block/shields is nice, but it feels too much like an all or nothing system. Maybe there are more Artifacts that play into it better, which I would hope given it is kind of a core mechanic. Something like 'if you have 2 of X and 1 of Y, do this' or even specific field positions, like an effect if you have 'Fire, Water, Fire'. Other than that, I think this is a pretty neat entry in the genre, be interesting to see where it goes.
I don't know. You control what you put into the deck, so flushes are much easier to engineer. You just only add one type and try remove the others
I think they are going off of poker, where a straight trumps a 3 of a kind, but that is with 5 cards, where this game has 3.
This looks really cool.
I agree it looks like a neat game
Mmm, seeing how attacks are always left to right (for enemies), and there is a Player leader mechanic.. I don't see why they wouldn't want to use a Paper Mario or Darkest Dungeon Placement for Units. Would be visually logical.
But anyway, I really like what I see in terms of gameplay and systems.
I like what they got going on here, but either runs are a bit long, or the choices lack a bit in impact or "run definition." Id like to see a part 2 just to find out if it starts to get more busted in the middle- late game. Assuming there's 3 worlds. The tutorial and onboarding was a little dense too.
Its not to uncommon that the first third of a deck builder is a little slow/setup/formality...
I hate that the "Block" icon is shaped like a shield. "Shield" should be the shield shaped icon. But cool game overall
This one seems cool
This game is sweet
What happens if Blackscale Slasher + card with defense is always equal to attack? Infinite attack?
I'm gonna assume they apply their effects in the same order as attacking (i.e. left to right)
Are we gonna get some good news again for this one?
This looks like it's based off mechanics from Triple Fantasy, a mobile game under the same publisher/dev Neowiz/Gameplete.
Game looks exactly like Triple Fantasy from Neowiz
series plz
So cute!
dude i was seething with how much he misused his dark priest. this had me super stressed out watching it
interesting
Reto!
This looks like Hearthstones failed Mercenaries game...
This game screams great game mechanic ideas but amateur indy team execution. Games like this need the support of an experienced publisher to polish and tighten up the many loose bolts. As-is, it seems fun, but also a waste of time in the long run.