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Steam doors of insanity
Steam doors of insanity




steam doors of insanity

No dead cards, double the damage, AoE, in half the number of turns. Or you could have just spent 8 mana over 4 turns by playing 4 Crazy Jump cards to do 80 AoE damage with +50% damage if adjacent to an offensive card. You've also got multiple dead summon cards in the deck now because you can't play anymore. Summons are very slow to get rolling, and in most cases you can out-damage them just by playing regular cards.īy the time you've got 4 Jimmy's you've spent 8 mana and probably 6-8 turns to draw them, just to do 40 damage/turn. Summon Viability: The max summon limit of 4 seems to low.

#Steam doors of insanity free

Or reduced summon mana cost, or summons are free but consumed, etc. Maybe Summons could have their own stat so you could boost their strength without breaking offensive card damage.

steam doors of insanity

Even something as simple as a relic to always start with 1 Lil Jimmy would be a step towards further standing out from other deck builders who don't use summons. Summon-supporting items: The summons are a great idea, but I did not see any equippable items or relics that are related to summons. So it's worth consideration before release. It definitely creates an atmosphere you're first hour or two of the demo, but like any deckbuilder, give it a week and players will be impatient wanting to do "fast runs" whether it's just impatience or chasing a leaderboard high score. An adjustable fast forward for animations would be nice too.

steam doors of insanity

I think the targeting was done this way deliberately to match your whole aesthetic, but it would be a great Quality of Life feature to allow this to be toggled off. For instance, Protection can only target the player, do I have to drag it to the character instead of just a quick upward swipe? Do I need to target an enemy with an AoE? Do I need to target myself for a summon? I would love to see you play more to these strengths.ĭrag & Drop to play: The drag & drop gets a bit old. It will be interesting to see if you can balance this customization with the difficulty, so that players have flexibility without creating a defacto "best deck" for winning or leaderboards.Īnother thought would be game modes, if there is a "hardcore" mode with no tweaking the starting deck and a "classic" mode that allows a custom starting deck, it would also circumvent the entire balance discussion around this design decision.Īrt: The art, animation, and custom player character are very strong points in your favor. Starting out with specific cards would make it easier to build into a defensive, aoe, or pet build. One of the downsides of deck builders is if you want to do a specific build, you have to hope to get lucky and build into it. I really like that I could customize a starting deck. (Why ever choose Protection over Elite protection? Slash over Crazy Jump?) Since you can permanently unlock these better cards forever, you will always start the game with the best 10-card deck possible. The problem is some cards are objectively better than others. While this allows great customization, it could also ultimately undermine the challenge and deck building aspects of the game. Progression: The current progression system is "permanently unlock 1 card for the starter deck per x floors beaten."






Steam doors of insanity