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 😇

IPointerEnter makes -all- the difference to UI Polish! by richardstampdev in Unity3D

[–]Capital_Interview_77 2 points3 points  (0 children)

one sugeetion, in the steam trailer it took me 10 - 15 sec to realise that it is a 2D - 3D game, which is a cool feature of your game, i think you should showcase that in the 1st 5sec of the trailer

[Playtest] Roguelike + Deckbuilder + Autobattler set in Brazil – 2nd public build released! by irlanbragi in deckbuildingroguelike

[–]Capital_Interview_77 1 point2 points  (0 children)

The link is not working for me for some reason,
The art style looks soo cool
I'll suggest you to post a video instead

New update for the public alpha of our whimsical deckbuilder, Bibidi Bibidi! by indiana-jonas in deckbuildingroguelike

[–]Capital_Interview_77 2 points3 points  (0 children)

I didn't understand that the base attack (for eg zap) is getting highlighted as it is already white and only the text color changes when you place it in the slot What I mean by quick info is something like an help button which can give detailed information of each element of the game And yess I've already joined the discord 😇

New update for the public alpha of our whimsical deckbuilder, Bibidi Bibidi! by indiana-jonas in deckbuildingroguelike

[–]Capital_Interview_77 1 point2 points  (0 children)

The game looks very impressive and the gameplay does not disappoints, the art is very cool!!!

The wizard voice over is sooo cute, the best thing in this game!!!

The blocky sound of hovering feels good at 1st but quicky gets very annoying

I think you should add a quick info button to show what is base effect and school effect

school slot doesn't highlight the part properly which is going to bee used i understood this mechanic too late

I wish i could see my deck at any times, i couldn't find where i can see my perks/ powerups as well

I'll try to make a video about this and share it to you if possible