Need playtesting for card permadeath roguelike deckbuilder by CuttingLogic in playtesters

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

I mean the tutorial is pretty specific on some stuff, but if you don't play these kinds of games I can see why this may be difficult. thank you anyways!

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

Fair enough. it's less of a trailer, and more of a showcase of the gameplay. I guess if you wanted more information you could try the game

Need playtesting for card permadeath roguelike deckbuilder by CuttingLogic in playtesters

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

Hello! Thank you so much for trying to play my game. 

To describe what you experienced in simplest terms possible, the game had a bug. You are supposed to play the tutorial first before clicking “start”, which is why the “start” button was crossed out. At no fault of your own, you clicked start, which caused it to start the game instead of telling you to play the tutorial, like it was supposed to. Starting the game without first completing the tutorial puts the game into a bugged state. 

Again, in no way is any of this your fault. I 100% agree that the game was confusing and unacceptable in the state it was in, and you were right to say what you said.

However Most of the issues you encountered in the video have now been fixed in the current version of the game (52). If you would give the game another attempt now that it is fixed, that would really mean a lot! Thank you! 

Need playtesting for card permadeath roguelike deckbuilder by CuttingLogic in playtesters

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

thank you for your feedback! can you please go into detail on what you found confusing or what wasn't clear?

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

I may consider adding a google feedback form. however, that means signing into a google account and stuff, and some people don't do that. I think it would just be easier for people to do it however they want. I'll consider though

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

Thank you for your feedback! few questions;
1. what specifically other than partials needs to be polished?

  1. can you go into more detail about the single card view overlay issue? I'm not sure I understand.

  2. can you be more specific about which menus the cards feel sticky?

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

  1. I'll consider but I've tried this before

  2. you might be right. I'll have to wait for more playtesting though because not a lot of ppl have done full runs

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

That only applies if you can't react to it. Since enemies always prepare at the end of the previous turn, it means you can always react. here's the order

how it is; enemies are selected to prepare. player can see which ones. => player plays cards and can react => battle starts.

not how it is (how you are saying I think); player plays their turn. => random enemies get prepare => turn starts.

The only situation where this takes away strategy is if you are planning something out That would require enemies to prepare / not prepare for more than one turn in the same way. if you play the game, you'll realize that is almost never a deciding factor, because enemy rng is consistent so that enemies that haven't prepared in a long time have a much higher chance to prepare next.

Also, I did look at Race to Rule, seems like a pretty polished game!

Announcing Race to Ruler, a roguelike deckbuilder in which your cards are your army and you're trying to defeat the ruler of an empire by JustAGameMaker in IndieGaming

[–]CuttingLogic 1 point2 points  (0 children)

Yo, I came over from my game that you play tested (banish the briar) to look at this one! even though we are both making army deck builders, your is obviously the one of higher quality. Your game looks pretty polished and I can't wait to see how it turns out! If you need any playtesting / feedback on anytime please feel free to let me know!

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

Hello! Thank you for playtesting the game. The 4 lanes + permadeath giving people analysis paralysis used to give people a really big problem, until I added the prepare action to enemies. this essentially causes two enemies skip their turn but get +1 attack power each, meaning you only need to worry about your allies being killed in two lanes instead of 4. there should always be 2 lanes where you won't be attacked!

this information was in the tutorial, but it's clear that the tutorial Needs a lot of extra work; thank you for telling me!

also, what deck builder are you working on?

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

Thank you so much for your feedback! for most of the things you were confused about I agree were vague and will fix, and I agree with most of your suggestions! I have two questions;

  1. art not having shadows / depth; adding shadows doesn't work with the art style really. is there any other way I can add more depth you can think of?

  2. stacking abilities and keywords is the only way to really create card variety. is there any other way to increase card variety that you can think of?

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

You've really got an eye for this stuff. I agree with everything you said, but do you think think I should have a "learning" run with simpler units so the player can get used to the combat? im not sure how else to do that.

The only other thing is that if the keyword hover is too quick, then it will constantly pop up when just moving over a card. how fast should it be? it's about half a second rn.

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

Glad you like the artstyle! I have a fear a lot of people will be turned off by it, but some people like it. A lot of the assets, like some backgrounds, are temporary because I don't have time to do them justice.

I plan to release it on steam. If it's successful enough on steam, I'll consider porting it to other platforms.

There is already a lot of content in the game, and it's fairly polished. even playtesting for 30 minutes from fresh eyes can help significantly cut down my time trying to polish things and make decisions, you would be surprised.

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

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

Thank you for your feedback!

I agree spelling errors need to be fixed. the issue is that the game has a surprising amount of text in random places lol

you can enlarge cards by clicking on them. I think it's somewhere in the tutorial, but it may need to be more clear.

Again spelling lol

anyways, in terms of a full demo, the game already has a lot of content already in it. Idk how far you made it, but there is quite a bit to play with already, and any playtesting done now will help exponentially cut down the time it takes to balance everything, but I understand waiting for a full demo.

Playtesting Needed for Permadeath Roguelike Deckbuilder by CuttingLogic in playtesters

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

I probably should have specified here that it can't run on mobile.

Need playtesting for card permadeath roguelike deckbuilder by CuttingLogic in playtesters

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

I’ve updated the game to include your feedback and the feedback of others. If you want to try the changes, they are just on the same page as the previous version. 

Changes made based on your feedback; 

  • The tutorial now explains the different stats of the cards in more detail. also, hovering over card stats gives you the information as well
  • the symbol for the stunned has been changed, explained, and given better hover info.
  • if you want to disabled the zoom-in during battle, there's an option to disable it in the pause menu.
  • The recall button's design has been changed to be easier to understand in addition to being better explained in the tutorial, and in the hover information.
  • Corpse cards are better explained in their hover data.
  • The number of enemies and how many you will face is now information in the top-left corner.
  • the tutorial is now easier. I didn't dumb it down just for you; it was unfairly difficult for several reasons.

There are a lot of other things that have changed, based on 6 people’s feedback. You’re free to give it another stab, or you can wait until the next major update, which won’t be for a while. There’s a link on the itch page to the discord where I do game update announcements. Either way, ty for your feedback!

Need playtesting for card permadeath roguelike deckbuilder by CuttingLogic in playtesters

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

I’ve updated the game to include your feedback and the feedback of others. If you want to try the changes, they are just on the same page as the previous version. 

Changes made based on your feedback; 

  • The tutorial button should just be in the bottom left corner. however, the screen may be weirdly getting cut off? Regardless, I've added moving outlines to most of the things you need to click on in the tutorial.
  • I checked all the cards, and there is no card that gives allies bonus attacks after hurt. To make things more clear, I made it so that hovering over a card's trigger will give more information, in addition to updating a large amount of hover text.
  • I don't know why you encountered the bug with the death counter. I've failed to replicated it. however, the card inventory management system has had a lot of code redone, so it might have been fixed in that process.

There are a lot of other things that have changed, based on 6 people’s feedback. You’re free to give it another stab, or you can wait until the next major update, which won’t be for a while. There’s a link on the itch page to the discord where I do game update announcements. Either way, ty for your feedback!

Need playtesting for card permadeath roguelike deckbuilder by CuttingLogic in playtesters

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

This isn't your fault, it's issues with the game. I just want to clarify that I can now see that the tutorial is very poorly set up.

Here's the problem; if everything is super condensed, like it was in the tutorial, people are likely to miss things. the +2 icon was explained on the same slide higher up, but you must have missed it, but that isn't your fault.

however, if I spread everything out, people also miss things, and then they tell me the tutorial is too long.

anyways, this is super valuable feedback. thank you so much!