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Combo-Based Deckbuilder SURPASSED MY EXPECTATIONS! | Novus Orbis 

Ganyonz
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A combo-based deckbuilding roguelike through a space-time loop: collect cards, receive blessings, add pets to your party, and grow stronger. Chain together cards in the right order for max power, and act before the enemy does. Build synergistic decks, find many secrets, and make BIG numbers!
Check out Novus Orbis on Steam: store.steampow...
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19 авг 2024

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Комментарии : 4   
@novus_orbis
@novus_orbis Месяц назад
Hey! Thank you so much for playing my demo! I'm glad you got into the system pretty quickly. I'm realizing that NO ONE seems to be taking advantage of the warrior's innate blessing, so I'll probably need to work on that lol. Most of the things you comment/complain about have already been taken care of for the Early Access release (like a better display of the map and subsequent levels). The only thing I'm still probably not going to change my mind about is to show numbers in the enemies' intents, and there are few reasons for that: -Seeing the number, in 90% of the cases won't change the way you play. My game is designed around building your combo and working around the enemies' countdown (so, WHEN the enemy's going to act), not around reacting to the enemies' specific next action. This is accentuated in later levels, when both the player and the enemies' stats increase by a lot. -You haven't seen much of the game yet, but the stronger enemies can have multiple actions in one turn, and some single actions are made of a multi hit attack (like the bees' one). Add to that the fact that the incoming damage may be modified by the action you take just before that attack, or by the action from other enemies (like power ups). All together would make a big mess in terms of UI, and how people may rely too much on those numbers, ending up confused when they change at the last moment. -I think it adds some thrill not knowing exactly how much is going to come. In the end it's a matter of knowing you're going to die before it comes, or when it comes. Thank you again for playing! Just so you know, the demo is in 4 acts, there are a few optional bosses, a secret special final boss, and honestly enough content to last more than many Early Access games. I'd love to see you play more :)
@robertfernandez3746
@robertfernandez3746 Месяц назад
pog
@Ganyonz
@Ganyonz Месяц назад
Gotcha! I think the display numbers makes sense given what you want players to walk away with. I love hearing the intentions of developers because it helps my understanding so much more with what the overall goals were. Ultimately, I can only guess as a player. There's also the player learning curve to take into consideration as well. I was NOT prepared to be killed so fast by the dragon boss the first time...I came a bit more prepared the second time though!! Thank you for the info! Edit: I went back and watched the tutorial to make sure the Innate blessing was in there. I must have forgotten about it, because you're right, I don't think I made any play decisions around it. But if we're taking into account the way I was playing, given my thoughts on the damage numbers. My play pattern was to basically use all damage spells if I wasn't being attacked and then build a giant wall of block when I was. I'm going to play a bit more and see if I can figure out how it works into a playstyle, this time with the intention to do so.
@novus_orbis
@novus_orbis Месяц назад
@@Ganyonz Thank you for replying and again for playing! I don't get too many people to post about my game, so these are always very informative for me :) I'm actually boosting that innate blessing for Early Access (and maybe for the demo if I feel like modifying it :P), to add 2 attack instead of 1. That being said, yes, especially on the first floor, starting your combo with a defend card will give you enough more damage to be able to kill enemies that would stay alive with 1 or 2 HP otherwise. I hope to see more videos from you, it was really nice to watch :)
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