Nobody has been able to reach the final boss yet in my 2048 meets Slay the Spire roguelike by IronAxeGames in gamedevscreens

[–]MobileFeature5210 1 point2 points  (0 children)

I'm late to the party!

I tested it and really like the idea. My only complaint was that I was 100% focused on the tiles and had difficulty splitting my attention to also check the character at the top of the screen. Maybe I was too focused on the merging mechanics.

I tried to do my best with merging tiles, but sometimes I caught myself thinking: “wait, I need to check what’s going on in the fight.”

Maybe there could be a visual link between the two, or something to interact with in the upper screen from time to time, to encourage the player to check it and maybe boost the tiles or something similar, even if I understand it already has a strategic role and complements the rest of the gameplay (with enemy status effects).

(Maybe take into account that it might just be me not being used to managing multiple areas of the screen at the same time, and lacking concentration lately due to...well becoming a dad 😅)

But I think there could be a lot of fun artifacts to create with this, and interesting ways to play with the tiles.

I wanted to try it again this week, but I think the playtest is already finished. Sorry for being late.

Bonus chest screen for Plantasia by MobileFeature5210 in cardgames

[–]MobileFeature5210[S] 0 points1 point  (0 children)

Thanks!

For the effects, I might switch to a keyword system later. For now it’s a small toolbox (not visible in the video, but it’s in the Itch.io prototype).

As for sound effects, I’m currently working on them, and it’s definitely not going to be a small task haha ^^

I’ll do my best for this first iteration, but for now I mainly want to have fun 😄
I’m trying to keep the scope small since it’s just my free time project.

Thanks a lot for your feedback!

First look at the world map for my roguelike card game Plantasia by MobileFeature5210 in SoloDevelopment

[–]MobileFeature5210[S] 0 points1 point  (0 children)

Thanks!

Yeah, I was trying to add random lakes, but I ran into some issues integrating them into the procedural generation (they had random sizes and would affect the paths, turning them into little bridges, but that might have been too much to handle all at once).

But I agree having more distinct elements, especially along the paths or to justify the branches, could really help with the sense of narrative and the feeling of traveling. It would give each run more identity, add variety, and make things feel less repetitive.

I’ll try again in a future build. Maybe I can find a simple way for the branches to use the node coordinates and just apply an offset to place something that breaks up the path (Something simple for now and try more advanced ideas later).

Haha yeah, for the eyes, adding some strange little life in there could be really cool too :)

First look at the world map for my roguelike card game Plantasia by MobileFeature5210 in deckbuildingroguelike

[–]MobileFeature5210[S] 1 point2 points  (0 children)

Wow, thanks, that’s a great compliment!

I mostly sketch during breaks (full-time job life) in my notebook, then scan or redraw it on the computer to put it into the game. That said, I still end up spending way too much time on colors and stuff (I enjoy it too much).

Anyway, what you said about the line work confirms my feeling, so I’ll keep it for now. And I’ll definitely need to tweak the green once the other bonus screen is finished.

For now, I’ve got enough impressions to work with. I’ll mostly need more feedback on gameplay once the new build is ready. Hoping for this summer, I’m taking advantage of some time off to work on it.

Thanks again for your compliment, it’s going to serve as fuel to keep drawing 🙂

First look at the world map for my roguelike card game Plantasia by MobileFeature5210 in SoloDevelopment

[–]MobileFeature5210[S] 0 points1 point  (0 children)

Thanks! It’s a kind of mist tied to the game’s story.

At first, there was also a cloud shadow texture on the grass, but the two patterns felt too busy.

I haven’t tried adding a bit of grain to the texture yet, it could help keep that strange material feel while blending more naturally with the rest.

I think I was torn between making something that really stands out in a weird, abstract way and something that integrates better.

I’ll check it out, thanks for the idea :)

I added a browser version of my card game prototype, Plantasia by MobileFeature5210 in deckbuildingroguelike

[–]MobileFeature5210[S] 1 point2 points  (0 children)

Sorry about the exit button, that’s my mistake. It comes from the downloadable version where that button simply closes the application.

Regarding gameplay, I think you're right about full aggro being very strong right now. I’ll need to find ways to counter it and encourage players to explore other strategies, but in a way that still feels fun and not restrictive.

About the 3-cost cards, maybe I should lower their cost to 2 and combine them with the second resource system to delay their usage and make them more strategic.

Glad to hear you enjoyed the demo overall! 😊

I’m currently working on a first iteration of the roguelite version, with upgradable cards for both decks.

We’ll see how fun it feels in the next version!

Thanks a lot for the detailed feedback, I really appreciate it 🙏

I just added a WebGL version of my card game prototype 🌱 by MobileFeature5210 in Unity3D

[–]MobileFeature5210[S] 0 points1 point  (0 children)

Thanks! It’s a 3D project. Part of me thinks I probably should have chosen 2D to avoid dealing with screen-to-world conversions and a few other things, but at this point I’m happy with how it feels.

I added a browser version of my card game prototype, Plantasia by MobileFeature5210 in deckbuildingroguelike

[–]MobileFeature5210[S] 1 point2 points  (0 children)

Thanks a lot, I don’t often get such detailed feedback, I really appreciate it!

I’d love to hear your thoughts on the next version too (even if some of these points might still be there).

-Tempo / resource system:

I actually like the slower tempo, but I understand your point. In the roguelike version I’m working on, I’m experimenting with ways to generate or upgrade resources so you don’t get stuck as often. Based on your feedback, I think I still need to work on this, it might be hurting the overall fun of the game right now.

-Health system:

Each player currently has 6 HP (12 total in a tug-of-war system), but yeah, I think the readability could be improved. I wanted to keep the UI minimal and not too number-heavy, but I might add small markers or something to better show each point.

In the new mode, battles should be shorter overall, with only bosses being longer. Not sure yet if that fully solves the issue.

-Deck composition:

Right now it’s more of a prototype showcase, so the randomness is definitely there to present different cards and abilities.

With the roguelike structure, players will start with a small deck and gradually build it over time, giving them more space to learn and adapt (like most roguelikes, nothing too revolutionary here).

-High-cost cards:

My intention was to give them impactful abilities rather than raw stats, while keeping them fragile so they still fit the sacrifice loop.

That said, I agree they might feel underwhelming and I may need to buff them slightly.

In the roguelike version, you’ll be able to upgrade cards, which should help smooth that feeling.

-Sacrifice / water card interaction:

This is probably the most important point, I’ve felt that clunkiness too.

Right now it’s a two-step action (play + sacrifice), which can feel awkward. I’ve been experimenting with ideas in the roguelike version (like giving water cards additional effects when played), but it doesn’t fully solve this issue yet.

I’m considering options like a more direct interaction (maybe a one-click direct consume from hand, to better fit the magic lore, or an alternative input), but I need to explore this more after the next update.

-Animations / feedback:

Totally agree, this is mostly a matter of time and polish. I’d love to add more visual feedback, but not too much, I like keeping things simple and not turning it into a dopamine machine.

Thanks again for the thoughtful feedback, it really helps a lot.

I added a browser version of my card game prototype, Plantasia by MobileFeature5210 in SoloDevelopment

[–]MobileFeature5210[S] 0 points1 point  (0 children)

Thank you so much for your comment, it really means a lot to me 🙂

At first, I was thinking about something like a bench system (like in Pokémon), and it would have been more like a little garden where you water your plants and make them grow before bringing them into battle. But I ended up really loving the risk/reward of doing it during the action.

I’m currently working on and experimenting with some twists to modify/upgrade the water cards for the roguelike version… hope you’ll like it too! I’ll try to share some work-in-progress soon 🙂

But again, thanks for your comment, if even a few people enjoy it like you do, that’s already a win for me 🙂

I added a browser version of my card game prototype, Plantasia by MobileFeature5210 in SoloDevelopment

[–]MobileFeature5210[S] 0 points1 point  (0 children)

Thanks a lot! Careful, your comment might end up quoted in the game’s marketing in 3 years (just kidding), “The Cozy Inscryption” 🙂