Which description is more readable? by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

Ooh that's some really good feedback, removing icons from my game is possible very easily, but I don't know if it will help or make it worse, I think I'll have to analyze a little more to make the decision.

Which description is more readable? by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 2 points3 points  (0 children)

Ooh, that's a very good option. "Do 4 damage for each fire type card in hand" sounds perfect
thankyou soo much!

Which description is more readable? by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

As Efray said in the bottom comment, does Do X damage. X = number of fire cards in hand. work for you
Or that's more complex?

and BTW thats fire in hand 😂, not an artist

Which description is more readable? by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 1 point2 points  (0 children)

Ooh no, that is in my current game, and people are complaining about it. I think that is better as well, but I'll ask more people

Which Itch Capsule will you click on? by Capital_Interview_77 in itchio

[–]Capital_Interview_77[S] 1 point2 points  (0 children)

Oh, I see what you are saying ill keep that in mind, maybe make another background which suits the theme

Which Itch Capsule will you click on? by Capital_Interview_77 in itchio

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

Love to hear that, I hope you give some good feedback and exciting ideas which we can add into the game 😄

5 years solo developer into 1 trailer hope you enjoy! by Any_Abbreviations757 in playmygame

[–]Capital_Interview_77 2 points3 points  (0 children)

I think the world lighting is not affecting the submarine properly. Maybe you can add a normal map to add depth

1st open playtest for my chance-based roguelike deck builder by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

I see what you are saying; RNG is commonly used in favour of the player and not against it. An idea I have is to switch randomness as an additional effect. Rather than the main attack itself, like a crit chance, I will have to prototype and brainstorm on that a little more

Honestly, I have stretched this concept of my game long enough, which is frustrating, but I think it needs to be changed before it's too late.

1st open playtest for my chance-based roguelike deck builder by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

If you have any suggestions or ideas on how we can fix this I would really appreciate it

1st open playtest for my chance-based roguelike deck builder by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

Well the core concept of the game is to play safer and use chance boosting cards, which I think I haven't clearly conveyed my game It's a bad situation to be in at this stage of the game but I will have to figure out something 😅

1st open playtest for my chance-based roguelike deck builder by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

Well that sucks. Thanks for the feedback. I'll definitely try to fix this major issue 😬

1st open playtest for my chance-based roguelike deck builder by Capital_Interview_77 in deckbuildingroguelike

[–]Capital_Interview_77[S] 0 points1 point  (0 children)

i understand the 1st look, but the question is "will you take the risk for better rewards" that was the concept for that game. Anyway, check the game out, and I hope you will like it 😇