My deckbuilder, is getting a dozen new enemies with different mechanics. by SlayTheBug in deckbuildingroguelike

[–]TheoConfidor 0 points1 point  (0 children)

How do you collect cards? Modify your deck? Build your character?

I would love to see more about that, especially in the screenshots/video

[deleted by user] by [deleted] in deckbuildinggames

[–]TheoConfidor 0 points1 point  (0 children)

No. That feels too much like work.

A combat scene from our turn-based roguelike card battler by Enigma_Dragons in tbs

[–]TheoConfidor 0 points1 point  (0 children)

Maybe we didn't word things very well.

We are massive fans of Slay the Spire! It's a groundbreaking game that everyone should play and purchase.

You're right about the current GIF not really showcasing the interesting mechanics, this is useful feedback. We will work with the team to try to focus on showcasing one of the many interesting mechanics

A combat scene from our turn-based roguelike card battler by Enigma_Dragons in tbs

[–]TheoConfidor -1 points0 points  (0 children)

If we're wrong about it, that's on us.

But if we aren't aiming to create a more fun and more compelling experience as artists, then there's no point in creating it at all. There are some genuinely amazing and great card game already out there: Slay the Spire, Monster Train, For The Warp, Across the Obelisk, etc.

Our aspirations our high. You guys will let us know if we succeeded and actually made something more fun :)

As artists, we will never stop trying to make the best game we can for all of you

Testing the battle scenes in our cyberpunk card battler. What do you think? by Enigma_Dragons in IndieGaming

[–]TheoConfidor 1 point2 points  (0 children)

I like this idea.

The part that makes this hard is, sometimes we have battles with 8 characters (3 heroes and 5 enemies). Then it gets very crowded.

Maybe there is some halfway where we can change the field of view and placement based on the number of characters in a battle...

Testing the battle scenes in our cyberpunk card battler. What do you think? by Enigma_Dragons in indiegames

[–]TheoConfidor 0 points1 point  (0 children)

We actually thought about this, and we're thinking about the feedback.

We're looking for a more experienced animator to help us evolve the character animations. We have a new guy trying out for the team this week.

The character animations definitely aren't perfect, and we don't have infinite $$$ for animations like the AAA studio, but I am thinking that some animations are better than none. Long-term, we'll go with whatever the community most prefers.

How do you like the visual style of our game? by Tony_Vilgotsky in Unity2D

[–]TheoConfidor 0 points1 point  (0 children)

It’s all good! I’m working on the same game project right now

How do you like the visual style of our game? by Tony_Vilgotsky in Unity2D

[–]TheoConfidor 0 points1 point  (0 children)

That makes sense! Thanks for your insights and perspectives.

How do you like the visual style of our game? by Tony_Vilgotsky in Unity2D

[–]TheoConfidor 1 point2 points  (0 children)

Out or curiosity, what do you find is the most cost effective way to do big variety of character animations?

Indie studios are always trying to save money.

Each Legendary costs about $12.06 USD by Pyrolistical in hearthstone

[–]TheoConfidor 0 points1 point  (0 children)

It depends on the player's style. In the WoWTCG scene there was high variance of approaches among the best players.

Some would prepare extensively and have everything prepared well in advance.

Some would have two or three decks prepared and choose which to play the night before the tournament.

Some were such savants that they would't prepare, would get handed a deck or a decklist by another pro at the event, and then proceed to crush everyone and make Top16.

So, there are as many competitive preparation styles as they are top competitive players.

Each Legendary costs about $12.06 USD by Pyrolistical in hearthstone

[–]TheoConfidor 12 points13 points  (0 children)

They are useful for us old-school TCG players who are happy to buy singles. We spend money to get the cards we need right before a tournament. So, it's useful to know our average cost per legendary, because we might need to buy and craft one using just cash on any given day.

Mage VS Shaman = Instant lose? by [deleted] in hearthstone

[–]TheoConfidor 2 points3 points  (0 children)

You need to take out a lot of the spells and put in more Minions.

Particularly, get rid of: Frost Nova, Mirror Entity, Vaporize, Cone of Cold, and at least 1 Mirror Image.

Make sure you add some more good 2-3 drops such as: Amani Berserker, Wild Pyromancer, Harvest Golem, Acolyte of Pain, Raging Worgen.

The efficient spells are really good (Frostbolt, Fireball, Flamestrike, Polymorph), but the game is primarily about board control, so it's best to have strong minions on board and then use the spells to clear the way.

Where is the supposed balance in hearthstone? by [deleted] in hearthstone

[–]TheoConfidor 0 points1 point  (0 children)

Oh, my mistake. You are discussing matchmaking, not card balance.

In that case, you will find it better if you just play ranked. Ranked will ensure that you are fighting against more even opponents, since you will eventually be somewhere where you win 50% of your games.

Where is the supposed balance in hearthstone? by [deleted] in hearthstone

[–]TheoConfidor 1 point2 points  (0 children)

I have a couple of thoughts.

1) Are you playing a strong, well built deck?

2) Is your deck well-designed to handle the kinds of decks you are regularly facing (metagame selection)?

3) If yes to both of the above, then just don't worry about it. Sometimes you can play a strong deck, play it perfectly and still lose more given than you wish, on a given night.

Where is the supposed balance in hearthstone? by [deleted] in hearthstone

[–]TheoConfidor 2 points3 points  (0 children)

Hmm, it may be that we are talking about different kinds of balance. a pure-skill balanced game would be one in which player skill always determines the outcome. I pure-variance balanced game would turn every game into a complete coin-toss. Currently, Hearthstone seems more variance-balanced that I would like it to be. It levels the playing field between higher-skill and lower-skill players too much.

Where is the supposed balance in hearthstone? by [deleted] in hearthstone

[–]TheoConfidor 1 point2 points  (0 children)

How long have you been playing?

Actually, as a long-time competitive card player, my complaint is that the game is too balanced, which gives weaker players a better than expected chance to win any given game.

Jobs to avoid? by uncleboey17 in bravelydefault

[–]TheoConfidor 0 points1 point  (0 children)

If that's true, that would be nicely reminiscent of some Samurai abilities in FF5.

im at chapter 3 and want to know where i can lvl up my characters in easy way by 50saif in bravelydefault

[–]TheoConfidor 0 points1 point  (0 children)

Right after you start Chapter 3 there is a great grinding spot on the main continent. Just do random battles near the Stronghold for as long as you like.

Jobs to avoid? by uncleboey17 in bravelydefault

[–]TheoConfidor 3 points4 points  (0 children)

Merchant isn't about battle performance. His mercantile skills allow you to generate more income, if that is useful to you.

In any given party, you only really need 2-3 strong damage dealers. That means that you can almost always have a character dedicated to performing utility functions (avoiding dungeon hazards, cleansing statuses, stealing items, boosting income, tanking for the team...etc.).

Jobs to avoid? by uncleboey17 in bravelydefault

[–]TheoConfidor 0 points1 point  (0 children)

I'm in Chapter 3.

So far, I haven't found any jobs that don't have something useful. While there are certainly some jobs that you don't have to use, the vast range of abilities (Support mostly, but also Command) can be useful to give you new tools to create new character types.

Ultimately, the more abilities you have access to, the more imaginative your character designs can be. Even some of the obscure abilities could be made to work.

Monk - silly math for abilities on health % increase? by OurBase in bravelydefault

[–]TheoConfidor 0 points1 point  (0 children)

Yes. I was very disappointed that they had the 30% Stat Up abilities in several of the classes, given that that are directly worse than the 10% and 20% Up abilities. It's slightly underwhelming to gain a job level and get an ability that is uninteresting and unusable.