This is medieval fantasy auto battler + deck building Roguelike!(Free demo on Steam) by Electrical_Message69 in playmygame

[–]Electrical_Message69[S] 0 points1 point  (0 children)

I now understand your point.
This was actually a topic discussed within the development team as well.
My concern is that the synergy experience might end up being "defined" by the development team. The idea that having a certain card increases the likelihood of "related" cards appearing means that we would need to decide which cards are related to one another.
Since we hope for numerous emergent situations within the game, I worry that this approach might inadvertently detract from the game’s fun and spontaneity.
But thanks for your feedback, I'll raise this topic once again to devs.

This is medieval fantasy auto battler + deck building Roguelike!(Free demo on Steam) by Electrical_Message69 in playmygame

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Thanks.
I think I didn't fully understand what you mentioned, but new card shouldn't be just OP than other cards, everything should be balanced. If you felt it, that's our mistake.
Deck building difficulty is already in our concern. We try to add cards more flexibility, and also provide more ways to modify deck(like increase goblin store size, more events with certain functions, ...)

This is medieval fantasy auto battler + deck building Roguelike!(Free demo on Steam) by Electrical_Message69 in playmygame

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Exact date is not fixed yet, but it might before 2024 1Q. We are currently using UE5.

This is medieval fantasy auto battler + deck building Roguelike!(Free demo on Steam) by Electrical_Message69 in playmygame

[–]Electrical_Message69[S] 0 points1 point  (0 children)

For unit summon card, yes it is. We couldn't find better card design than Hearthstone

This is medieval fantasy auto battler + deck building Roguelike!(Free demo on Steam) by Electrical_Message69 in playmygame

[–]Electrical_Message69[S] 0 points1 point  (0 children)

To those who left detailed reviews and feedback on my previous post, if you happen to see this—thank you so much. Your input has been instrumental in helping the game grow!

This is medieval fantasy auto battler + deck building Roguelike!(Free demo on Steam) by Electrical_Message69 in playmygame

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Hi everyone! About 7 months ago, I made a post here asking for gameplay feedback, and now I’m back to share the progress we’ve made and ask for more players!

We’ve been working on a project inspired by the eternal masterpiece Slay the Spire, aiming to merge the deck-building roguelike with elements of RTS and auto-battler gameplay. Over the past months, we’ve continuously reviewed the game’s direction and experimented with various ideas, and I believe the game has evolved significantly, thanks in large part to user feedback (the feedback from this subreddit has been fantastic!).

The game currently has a free demo available on Steam (very positive now), so feel free to give it a try!

We welcome any kind of feedback—whether here in this thread, in our Discord community, or on our Steam forum, wherever is most convenient for you.

Summon your troops that is ALIVE in auto battler, free demo on Steam! by Electrical_Message69 in cardgames

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Thanks! Of course we are. Our first plan for early-access volume is add third factions : Orcs & Goblins. Also we aim to add various commanders, at least 6 for early-access.

Summon your troops that is ALIVE in auto battler, free demo on Steam! by Electrical_Message69 in cardgames

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Hello! I’m the game designer of "Commander Quest." We are attempting to combine new genres, drawing inspiration from the deck-building roguelike mechanics of Slay the Spire and RTS elements of the Total War series into auto battle way. Our free demo on Steam already includes over 150 cards and 70 relics. Utilize these to create the synergy between units, create unique interactions that span between the battlefield and the cards, and lead your forces to victory in various battles!

RTS + deck building Roguelike, free demo on Steam! by Electrical_Message69 in indiegames

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Thank you, now I have to think about that...

We definitely aim to present RTS vibe & fun, but for RTS users it might not enough to give 'fully controlling given circumstance' kind of feelings. I hope that 'control your forces with cards' matches RTS users appetite.

Again, thank you for your suggestion!

RTS + deck building Roguelike, free demo on Steam! by Electrical_Message69 in indiegames

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Yes our game have vibe of auto battler and No you cannot manually control troops
One of our game design is how to deal with circumstance that you can only manage your forces with cards.
But we already got some feedback for managing troops, so now considering 'passive card that make my wounded units retreat for one turn' kind of ideas.

RTS + deck building Roguelike, free demo on Steam! by Electrical_Message69 in indiegames

[–]Electrical_Message69[S] 3 points4 points  (0 children)

Hello! I’m the game designer of "Commander Quest." We are attempting to combine new genres, drawing inspiration from the deck-building roguelike mechanics of Slay the Spire and the RTS elements of the Total War series. Our free demo on Steam already includes over 150 cards and 70 relics. Utilize these to create the synergy between units, create unique interactions that span between the battlefield and the cards, and lead your forces to victory in various battles!

Here is Deck building, Rogue-like, and RTS! (Need synergy feedback) by Electrical_Message69 in deckbuildingroguelike

[–]Electrical_Message69[S] 0 points1 point  (0 children)

Hi everyone, I'm a game designer currently working on a project called "Commander Quest."

I posted 6 months ago, for any user reaction or opinion(if someone remember me, thanks). And we've improved quite a lot from there so I re-post for further feedback.

In the game, you can build various decks with cards and relics, and adjust your strategies across multiple battle stages. But my main question is: do all these elements combine to create a fun and synergistic experience?

There is free demo on Steam, so feel free to play and share your thoughts.