Thank you for playing our game! We intend to keep updating the game even after the launch, so we'll definitely incorporate some of your suggestions (and from the comments) into the game.
This game hasn't even been released yet and I already created a fan game abzzout it.... well an idea for a fan game anyway that I am not attending to release at all. PS: sorry for sending two comments especially in the same day I really really apologize.
@@Wizard_of_the_Tower some cards have effects like "pay X mana, do Y". when you use those, you disable (pay) X amount of cards in your mana. "enable all cards in your mana" basically means they'll be available to use on pay mana effects once again. we're working on keyword dictionary and keyword highlighting features to help make those terms clearer in the game
Man. What always baffles me is how I always seem to miss these demoes while browsing until I see a video on YT about them. Since the beginning of December, before the TGAs I was browsing Steam every other day looking for demoes and have been doing so until now because of the Winter Sale. Not once did I see this game pop up in the demoes category while scrolling. Its such a common theme where Ill miss a bunch of good demoes buried in the shovelware that keeps getting posted. Its why I rely on channels like this to actually showcase them.
What a game, thanks for the showcase. I like that you need (at least sometimes) to think about what you are doing in the battle and not just throw the whole hand into the enemy face. I played a couple of games and my favourite combo was shadow clone + metamorphic ooze. You have pretty low curve, high protection and high value with this deck. Grasshoppers and parrots to remove enemy threats, some instant utility guys to bind them and then fuse (wolfstorm, willpower) and some tricks like berseker shield. Barricade with clones, play you big guys with effects from hand, get the copy from toad, play the effect. Enemy disruption can be a problem, but it is AI, so it often dumps big dumb threats and you just wither their power P. S.: I see they nerfed some big opener cards like welcome to the party (it was without 3 or less). Boss opened with this card and poured 18 stats on turn one)
This is an interesting one. I downloaded it after watching this and it does make a lot of sense when you start playing it yourself. The damage staying between fights is fine because you can heal often and there are many cards that can pull from your damage pile. The tutorial also doesn't seem to mention that you can move units around that are not bound. (haven't attacked this turn) Pretty fun and unique though, thanks again Retro for clogging my library with gems.
i laughed so hard when you casually mentioned - oh and i can reposition my cards. Thats like a huge gamechanger. This is a very interesting game - it feels like modern yu gi oh in a sense where players create huge boards from basically nothing with a hundred fusions. Thats pretty cool because i like that huge combo aspect of modern yu gi oh its just not a good competitive card game - but bashing npc enemys in a deckbuilder style game.... count me in
I still think it's a crime you never tried "Night of the Full Moon" :P It should be sooooo much up your alley, with charming style, 4 game modes and even working on multiplayer %)
To be fair, the game is slow to get going, but it really does open up as you get to higher difficulties of the original mode and try the more complex classes. But agreed that it's super under rated and an incredibly good game as you get to understand it.
The cards in this game seem insane, Huras the Wicked (the level 1 that the last boss was spamming) can pull any level 2+ from your hand over it whenever it gets attacked AND it negates the attack. Even if you run over whatever it has on top of it they get to draw a card (because it seems like whenever a creature is killed by combat it's controller gets to draw 1,) he then gets to COME BACK and do it again potentially with the creature you just drew.
Having watched this a bit more: there’s some mechanics I feel like aren’t explained to you very well until you encounter them. For example, they mention that the cards which are destroyed go to your damage pile which serves as your health and healing will get them back. I feel like the game is implying that playing a card which returns something from your damage pile should heal you in the process when it explains this mechanic, but it doesn’t really mention it explicitly. I think that’s going to be the key mechanic for longer runs- you’ll want to play cards that return cards from your damage pile to your hand to sustain yourself. They also don’t really mention the front row protecting the back row- nor do they mention your ability to move your cards around. Those two mechanics in combo with each other are huge. Imagine you have a board with a 4 power guy and two one power guys. You could play them all in the front row and be vulnerable OR the 4 power card stands in front and protects the two one power cards from even being attacked at all.
Yeah, we explain those mechanics in the optional tutorials that appear in the beggining of the runs, but most people just choose the normal battle instead and never see them. We need to find a better way to incorporate those explanations.
Indeed it was, and we tried to keep it like that just in case it ever becomes one (although there are some late game effects that break that rule a bit).
The protection positioning mechanic was unclear to me. It would be nice if there were a visual indicator of which cards are protected based upon positions. Additionally, that mechanic (and the fact that positions can be freely changed during the play phase) needs to be explained in the tutorial.
Not being able to hover the enemy's cards on their turn definitely adds clunkiness that probably shouldn't exist. It seems very frustrating at 53:25 that the enemies seem to be able to attack outside of the battle phase without any indication as to why. It also feels very unfair to have a card that can both trigger a battle phase during the play phase (meaning anything on the board can attack with it) and attack any creature it wants on the field for only 2 mana, that seems like it should be a massive mana investment but they're basically free because you can attack with them and then use them as infusion fodder. At the very least, it feels like it should only work during the battle phase so that you're stuck with a low-damage piece on the board to trigger the ability.
Commenting this at 12 mins, so I don't know if you figured it out later. But you tried to attack the back pig prior and it said "You have to attack the front row first", so summoning your pig on the back line is fine if you have your tier 4 on the front row.
As you said, this is very reminiscent of early yugioh with some heartstone inspiration, which makes me both interested and a bit worried. Ygo is very all-in and I can see how not drawing the right cards can wreck your strategy and let the opponent snowball until there's no way to make a comeback. I wonder how diverse decks can actually be or if there'll be cards that you want every time... Not a fan of the way the tutorial was handled; too many useless dialogue lines and too much handholding for how little it actually explains. It would also be nice to see Keywords be explained when you highlight the card instead of having to guess at it. Usually when teaching someone a card game (or any game, really) you go: "This is your objective/win condition, these are the phases/steps of the game, these are the mechanics you can use." The game doesn't even seem to explain that you can fusion things post combat. I'm halfway through the video and I don't know how the link/position mechanic works, for instance. Music is also a bit too busy/epic for me honestly, since in strategy games I'd usually rather have something more calm, but that's a non issue given you can always mute it, I just thought I'd mention that I think it would be a better fit for a more action-oriented game. All in all I might try it and I wouldn't mind watching a bit more of this. Of recent cardgames I've been having a lot of fun with Cards and Castles 2 and there isn't that much content of it online, so I'd love if you covered it too, retro. Either way, thanks for the videos and for the awesome commentary
Hey reto I know this is the wrong vid for this comment, but this game did look cool and I did watch the video. Anyway did you know you are on the etg wiki under the high dragunfire. I thought it was cool. I really enjoy watching you and the videos you make ❤