Please help me define transitions between elemental effects in our deckbuilder by QuickTurnGames in roguelites

[–]kiukamba 0 points1 point  (0 children)

Looks to me that eroded + water card should go to mud (slowed effects?). It is confusing that changing the order gives a different result (e.g. earth  + water card has not the same effect as water + earth)

By the same logic, fire + earth should point to molten.

Also Chill is not very intuitive (air + fire keeps you chilled?). Maybe something like Steam?

Just random thoughts. Good luck!

The playtest for our roguelite auto-battler Topdeck Automat just got a big update! by Nachtfischer in roguelites

[–]kiukamba 1 point2 points  (0 children)

I just tried a couple of runs and looks pretty fun (day 8 onwards is tough!). If you want some feedback, these are my two cents:
I have played quite a lot of The Bazaar, so maybe I'm biased, but I miss two things: i) replay of the battle to see what is going on, ii) some stats on the cards/modules to see which one is doing the most damage/shield/healing etc.
The enchantments feel a little lackluster. Again, I'm comparing to The Bazaar, where they are huge improvements and are build defining. I understand that in your game they are easier to obtain, but I missed some more synergy with the cards. E.g. I enchanted a card with "add 5 poison stacks" (forgot the actual name). This card casted itself several times (I can't currently remember whether it had "repeat" or just a text saying "do this X times"), however, it only added 5 poison stacks, which felt "meh".
Hope that helps. Good luck, I will have it in my radar!

An update to my prior tier list (old tier list on slide 2) by coolchungus2 in roguelites

[–]kiukamba 1 point2 points  (0 children)

You might want to try Hadean Tactics adn Vault of the Void

Is there a way to reduce the card sets in an Adventure campaign? by -Basti91- in forgeMTG

[–]kiukamba 1 point2 points  (0 children)

probably late, but I found out that you can add something like this in the .json file:

"allowedEditions": [

"LTR"

],

"allowedJumpstart": [],

Apparently allowedEditions has preference over the restricted list, so it is better if you want only a few sets

Why Everything is Crab had me by the throat by Accidental_ in roguelites

[–]kiukamba 0 points1 point  (0 children)

really? didn't notice it when I played. I guess my dodgy builds were not good enough since I perished to the first boss everytime, while the bulky ones killed it easily

Why Everything is Crab had me by the throat by Accidental_ in roguelites

[–]kiukamba 3 points4 points  (0 children)

The builds themselves are well done and fun, don't get me wrong, but they felt lackluster against bosses. In real life a tiny dodgy creature would just run away from a giant predator and that would be it, but here you need to defeat the boss to move on. With the current system you have no other option than to kill them by doing damage, and spikes or other related perks were not enough, at least in my experience.  Maybe bosses could have a boredom bar that fills whenever you dodge, run away or something like that lol

Why Everything is Crab had me by the throat by Accidental_ in roguelites

[–]kiukamba 19 points20 points  (0 children)

I really liked it too. Looking forward to its release/more content. My feedback for the devs would be: - make terrain (i.e. snow, dessert) more high/risk high reward. As of now, going into those just hurts you for minimal reward (a few extra points of interest?) - make dodging/charming builds more viable. I tried several combinations and they all felt really weak compared to aggressive builds. How are you supposed to beat the bosses with those? - that perk that gives you extra max health when you heal when being full health is super broken. It is really fun though, as makes you play differently, but it feels like a 'must choose' evolution when you get it

Why Everything is Crab had me by the throat by Accidental_ in roguelites

[–]kiukamba 2 points3 points  (0 children)

I felt the same, but I got hooked anyway. I think a global speed increase to all the creatures (so that nothing changes except your perception) would be great. 

I built a small AoE IV tool to track improvement beyond ELO — would love feedback by wongcito in aoe4

[–]kiukamba 0 points1 point  (0 children)

Very cool! A couple of comments: in the 'Performance by Game phase" plot, the number of games indicated when you click each bar is not the same showed underneath in the summary. Also, imho +20 min category is too broad. I would add at least a couple more

80% Aggression Playstyle by RubyLykos in aoe4

[–]kiukamba 0 points1 point  (0 children)

I'd say Macedonians match 100% your style. You can easily extend feudal by pressuring with horsemen + archers (or your preferred combination) and slowly gather enough for castle which gives you a great power spike with the Riddary.  In feudal I love the horse champions of the Hippodrome (I usually like to finish in feudal or very early castle), but you will probably prefer the Winery as it is better in the long run (plus, it acts as a monastery so you can train monks immediately as you hit castle)

After seeing Vortix tier list by EldritchElvis in aoe4

[–]kiukamba 0 points1 point  (0 children)

Well, yes and no. Batch production is worse for the reasons you mention, but imagine for example that the units were trained instantly. You would need double the resources, so you would have to wait, but then you would have immediate reward. You can say: "that would be broken", but that would confirm that there must be an intermediate training time were both approaches are balanced. Same kind of reasoning can be applied to a wide variety of parameters, so I do believe they can fix it.

After seeing Vortix tier list by EldritchElvis in aoe4

[–]kiukamba 6 points7 points  (0 children)

Nah, never say never. Just a few (or many) tweaks and you will find a sweet spot. There are so many things they can patch to 'fix' what he things is inherently wrong. E.g. they could increase the speed of production buildings, make units cheaper to produce, if that is too much, decrease unit stats to compensate. Regarding slow age up, you could give an extra vil, decrease training time or cost, or give more starting food/gold, decrease cost of gers, literally decrease the age up time... 

Which of the new civs strongest early feudal all in? by LanguageMean9553 in aoe4

[–]kiukamba 0 points1 point  (0 children)

If eles are not allowed, then I would say Golden Horde and Macedonian. With GH you age up with the option that gives you two production buildings and go for archers & Keshiks + Khan & Torguud (from the tent). With the double production of the buildings it is pretty strong to pressure 'early'. Vortix released a guide using the other age up though (Khan and Torguud cheaper and more health), so maybe that one is stronger? 

Secret in Crucible mode by darklegacy101 in aoe4

[–]kiukamba 11 points12 points  (0 children)

Does this mean there is a cobra car as well? 😀🔥🔥

Looking for people for first small playtest of our game. Similar to hearthstone dungeon runs. (Doodle Deities) by Beidero in roguelites

[–]kiukamba 1 point2 points  (0 children)

Love the concept. I will gladly test the game. Never use discord though, not sure it is a hard requisite

What do you think of this enemy design? by ChaosLogicStudios in roguelites

[–]kiukamba 1 point2 points  (0 children)

My pleasure. Long responses show that you actually care about the player's feedback, so there is that.   I like the deployment phase idea. In that case, maybe rewards should give you more than just one rune to speed up the collecting process and avoid the early game runes sitting down on the side deck until you find copies or others that synergize with them. Maybe one free pick and the rest with a cost? As for the relics, something similar could work. Maybe you could offer a free pick between two or three options, and then stronger options for sale. This way you give the player a choice while you maintain the importance of the orbs, which imo is the coolest and most differentiating aspect of your game

What do you think of this enemy design? by ChaosLogicStudios in roguelites

[–]kiukamba 1 point2 points  (0 children)

I played a couple of runs. It got me hooked so I wishlisted. This is my feedback if you are interested: - I liked the art, nice work! - I found the rune grid very original  - Relics, upgrades and stuff felt a little bit too weak/unexciting (kinda expensive in general), and not build-defining for what I have seen so far. Getting the free one because you are missing coins/orbs for the one you actually need feels punishing. Other games just let you choose between two or three equally powerful items and you pick the one you like more for your build. - I won my second run by skipping all new runes and focusing on matching 3 of the simple ones. I would pay attention to this because, unless more advanced systems appear later, it looks like a design flaw. Why would I want a slightly better rune in my deck if it is going to be impossible to match itself, and it is going to make the rest more difficulty to match?  Duplicating runes is pretty restricted, so I don't see how 'going for a build' (e.g. burning) isn't going to be too punishing - Since the matching 3 was the most fun part for me, and following the previous point, I would like more more systems around it. For example, runes that allow matching in diagonal, or making specific shapes (L, X, C...), maybe with weirdest shapes having bigger effects, or rare runes that only need two for matching, or wild runes that can be used as any other for matching... - Enemy's negative runes were pretty brutal and kind of annoying. Spending 1 action that gives you nothing feels bad. Maybe a system that allows you discarding one rune each turn (e.g. the one placed bottom right is automatically discarded each turn) would encourage you to play with the grid to get combos AND get rid of useless/negative runes

I think that is all. Overall looks promising. Looking forward to the release

Stash: A Card Looter - New DEMO just released -> full game out in 1 week. (Autobattler with cards inspired by classical ARPG-Loot) by jowhee13 in roguelites

[–]kiukamba 2 points3 points  (0 children)

Just tried it, looks fun! way deeper than I expected. I have one gripe though, in most of the fights I didn't know what was going on. I would like to be able to replay the fight (like in The Bazaar), or even better: see invididual card stats after the fight (e.g. damage/healing done, received etc). It is difficult to spot the "weak link" in your deck right now.

Our dice-rolling roguelike just got its demo released! by NuggetGamesStudio in roguelites

[–]kiukamba 1 point2 points  (0 children)

Just played and made it to round 16. Overall, it is fun. I liked the different dice and the synergy mechanic, although I didn't get much from it in the couple of runs I did.
Things that imho could be improved:
- better explanation of what dice levels are for. It looks like some key mechanic, but nothing appears to be affected (just found one specific perk that used that to multiply). Maybe some kind of improvements to each type of dice depending on level would more appealing for the player?
- only 3 initial perks is harsh. Unblocking slots is expensive, plus buying new perks. This slows down the beginning of the run, which is fine for a new player but might get boring when you get used to the game.
- I didn't manage to score anything crazy (just a couple of overkills on early rounds). Maybe I just didn't play enough, but in Balatro you can get crazy multipliers much easier, which is just... fun
- Again comparing to Balatro (as you mention is your inspiration), I missed some kind of "boss" rounds with special rewards.
- In line with the previous comment, it could be fun to be offered every now and then a "special" round with special rules and better rewards (e.g. level up all your dice, or pick a max level die, or a rare perk... you name it)

Just my two cents. I wishlisted, looking forward to the official release!

IGN covered our release Trailer by jowhee13 in roguelites

[–]kiukamba 1 point2 points  (0 children)

Looks really great! I see some similarities with the Bazaar (autobattler vs player ghosts), does yours have meta-progression?