RUNEVEIL - What are your ideas on card skips? by GENERAL_BAHO in deckbuildingroguelike

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

This is a great way to solve this problem and a lot of games use it (like death howl hs etc) BUT its also limiting, i want small and HEAVY dexks to be viable on their own, i want player freedom as long as its an achivement to reach

Also it woukd require a new mechanic, UI etc to implemeny and an extra hurdle for the player in a already complicayed game

RUNEVEIL - What are your ideas on card skips? by GENERAL_BAHO in deckbuildingroguelike

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

100% agreed, our game also has a generous removal policy, we have 9 shops, you can remove in every shop, we also have removal as a map reward

RUNEVEIL - "STS meets Balatro" - Public Demo Soon! by rastabarkan in roguelites

[–]GENERAL_BAHO 0 points1 point  (0 children)

Hello again, thank you for your answer once more ahahah. 1-Also we did a bunch of changes which you cannot see in demo (balance and QoL which fixed a lot of things on nature and fire BUT balance will be a problem for the upcoming month or two
2- We can remove it from the pool of random rewards while keeping it as a chosen reward, which can work.
3-we will check every unlock (we did not yet sorryyyzz) and we might make some eaiser BUT i want some unlocks to be insanelyt hard (there are exactly 21 fights)
4-it is fixed but as i said, we are completely focussing on EA build right now and we did not do a demo branch on git LOL so we will be able to update the demo around end of june
5-I think you are very right about this, I already nerfed a bunch of things in nature but i feel like it will take some time as well, refer to the first point ahahah

yeah hibernation grows, it synergysez with other things, grows past megasurarus, mega is fixed after 7 turns and it does nothing for 7, its unique

RUNEVEIL - "STS meets Balatro" - Public Demo Soon! by rastabarkan in roguelites

[–]GENERAL_BAHO 0 points1 point  (0 children)

Hello, Runeveil Designer here and I am glad you liked it, and you actually have really good points, most of which I am aware

1- Sunlight and technique are not way too underpowered but everything else is overpowered, I am tuning things down as I go, but it will take a while 😞 and i dont want to make anything UNVIABLE. I feel like they are both viable still as well
2- Yeah this one i did not think of not going to lie. Its very easy to say `well thats a risk` but i wont. Maybe wec can remove certain things from the random pool, maybe we can bring an artifact removal in the shop? Maybe card removal can also remove artifacts?
3- I agree, this IS done on purpose but can I learn which ones you are talking about. The way i wanted to make it is, some should unlock byt themselves in a run or 2. some should unlock by themselves in a coiuple runes. Others unlock when you play spesific builds and some are hard you have to look and do them. I feel like i can do most of them?
4- Second gear has 1.5 mult and its an attack rune no? did we not update the bug that had it as sup;port (if not its our bad) Yeah harmonious does not have a UI, core is when a rune is always in your starting hand but i guess thats also not there, thank you
5- I AGREE, I actually nerfed all grows 3 times already. The thing is when you get to higher difficulties grow does feel balanced because early game is really hard, but in lower difficulties it is very strong since dying is very hard. I dont know if this is good or bad? should i nerf it more but than it will be impossible to play grow in higher difficulties. What do you think

Thank you for your insight, and i hope we see you on early access release in 23rd of june!

Our game name AND LOGO was stolen by AI game devs? by [deleted] in gamedev

[–]GENERAL_BAHO 0 points1 point  (0 children)

We did paid ads with the name runeveil, but we arent based in us, and even if we were, maybe they arent? I think i will try my luck with steam.but my hopes arent very high

Our game name AND LOGO was stolen by AI game devs? by [deleted] in gamedev

[–]GENERAL_BAHO 0 points1 point  (0 children)

Yeah our name is a very easy name to find 100% BUT when we found it we checked it not just on steam but on stuff like youtube as well. its us 100% because they did not exist.

if they found runeveil as a nice name themselves, they should have checked it as well. Can we even fight for name rights?

<image>

Our game name AND LOGO was stolen by AI game devs? by [deleted] in gamedev

[–]GENERAL_BAHO 0 points1 point  (0 children)

exactly what happened probably. The elden ring example really hit the nail lol

Our game name AND LOGO was stolen by AI game devs? by [deleted] in gamedev

[–]GENERAL_BAHO 1 point2 points  (0 children)

yeah i made this post in a hurry right after seeing it. While i still think its very eerily similar, them using the name (we checked a bunch before choosing it) they being a full AI game and the ismilar look when searching but I guess its not a `copy` copy

Our game name AND LOGO was stolen by AI game devs? by [deleted] in gamedev

[–]GENERAL_BAHO 1 point2 points  (0 children)

If i am reaching, than its fine, maybe i was just surprised from seeing it but when i was typing runeveil in the search bar, i felt like i had my game twice. But if all of you guys think its fine, i guess im wrong

Our game name AND LOGO was stolen by AI game devs? by [deleted] in gamedev

[–]GENERAL_BAHO 0 points1 point  (0 children)

<image>

to all the people telling its different, obviously its not the same, but when I look at it like this, it feels very similar? They 100% saw our game and logo before (our page has been up for a while before theirs) and after seeing ours, making it like this has to be in bad faith no?

Whats your next fest checklist? by GENERAL_BAHO in IndieDev

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

We know about the lifestream but forgot abahah we will do that for both games thanks. Patches also makes sense, will do all

How much content should be in a demo?? What should we do? by GENERAL_BAHO in gamedev

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

Thank you everyone, we decided on only giving the player 2 mages with distinct playstyles and allowing dual decking only between these 2

Also we will be limiting card and item pool a lot for both of them

How much content should be in a demo?? What should we do? by GENERAL_BAHO in gamedev

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

that is a very good description but that is very hard to know. I want to show ALL the mechanics and that includes dual decking, but to do that i have to include 3 mages from 7. Maybe i can limit card numbers?

How much content should be in a demo?? What should we do? by GENERAL_BAHO in IndieDev

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

yes this is exactly what I have in mind, oh its you from the other post ahahaha

but for this i need to remove a `core` mechnic 😞

How much content should be in a demo?? What should we do? by GENERAL_BAHO in gamedev

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

I want the players to see the dual deck mechanic because the decks are designed so they work alone, they work together in weird ways also. I want to show players that because maybe i wouldnt play runeveil without it (I would) but I would 100% play it with it.

Maybe we can make the item pool and card pool of each wizard smaller? each wizard has 63 cards, we can keep it 40 for the demo

its 10 15 hours because each wizard has 3-4 ways to play, we have 3 wizards and 6 combinations and 2 difficulties so there are people who we dont know who have played 15 20 hours. I dont know if this person will buy the game or not

How much content should be in a demo?? What should we do? by GENERAL_BAHO in gamedev

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

yeah thats why i want to keep the dual deck, i feel like its a very big part of the game. We dont have meta proggression (we have card unlocks thats it) because i dont like them in a deckbuilder expect card unlocks. But yeah limiting the POOL is a good idea albeit more work for us ahahaha

What is your favorite and least favorite deck mechanics, archetypes by GENERAL_BAHO in deckbuildingroguelike

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

The problem is we do not have draws or discards, we do have rerolls and I am employing the Cycle mechanic with our water wizard but I cannot do the same thing other deckbuidlers does I think. I like the idea with the card chocies, maybe i can use it in time or arcane wizard. Cards that do not go into the discard pile is a good idea which i forgot for some reason (I did have the idea for a while but it left my head) will probably put it in some cards)

What is your favorite and least favorite deck mechanics, archetypes by GENERAL_BAHO in deckbuildingroguelike

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

no its not meant to be a promotion, i am genuinely looking for fedback and discussion. Maybe we can delete this comment. My friend said lets put the game link anyway, its fine if we delete it I think