SakeTami
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HELL QUEEN, RECEIVE ME patreon build

it's Build Day! We've got a WHOLE ASS NEW STAGE this time! After defeating the Snake Boss in the Sauna stage, you'll go to the Lounge! We don't have a new boss for this stage yet, but i've got art, both concept and pixel, for a very cute Dullahan babe who i'll be adding soon. We also have a new enemy: the Findom. This is the first enemy who is capable of adding "Curse Cards" to your deck. Findom has art! The curse card has art! Even did a new card-border for the new card type! And of course, the new stage is MADE of art. So much art! But that's not all! There's also Bugfixes:

Cards are now drawn After cards are discarded from the play area. You might have noticed that on some turns when you've played a lot of cards and/or had a small deck, you didn't get to draw a full 5 cards at the beginning of a turn. Well this was a bug. And now it's fixed. Which makes the game generally easier! And better! Because relying on a 5 card hand is the basis of all strategy!

I've also fixed the "On Forget" artifact trigger. Previously, cards being removed from your discard instead of your hand, as well as cards that remove themselves when played, didn't trigger Cursed Jewel's effect. Now they do! Rain heat on your enemies!

I had also once again accidentally locked the first stage into only having 1 card set available. Now, the card set rotates! Yay for variety!

I also fixed Brutal Domination. But I have nothing fancy to say about this.

Anyway, enjoy the build! Thank you all for supporting me and I hope ur all having fun with it! I'm hype to work on more story and more characters this month. I'll try and post art for the new boss sometime this month!

New Cards:

New Art:

Bug Fixes:

Comments

the purpose of starting combat by drawing a new hand is to "Roll the dice" and see if you get to win, yes. The deck is your dice, and the point of the game is to optimize those dice as much as possible. I will consider doing an experimental mode so we can try your idea out, but it feels counter to the point of the game to me. You will still need to luck into good combat cards at the beginning of your turn, and yes, getting to play some and then redraw them at the beginning of combat will make it easier, but the game ultimately will need to balanced such that Making a Strategically Good Deck is required to Win. I think this probably feels so frustrating because the game still lacks a lot of the balancing and design that is required to enable a player to Make their strategic good deck. That's where I'm going to focus my attention. That said, I am planning on adding card/artifact mechanics that will allow the player to start combat with some extra predictability. I still havn't programmed a "Choose a card from your hand (or other source) and set it aside" type mechanic but I want to.

Fortunae Virgo

thank for letting me know!

Fortunae Virgo

I talked about this a few months ago but I still really dislike the way the hand gets completely wiped when going back and forth from the stage to combat. I think it would make a lot more sense for unused cards in the hand to roll over to the next phase. currently during the stage phase of a turn there is no reason not to pop every card for its coin value. it would be much more interesting to have to decide whether to spend a card or to keep it in your hand for the upcoming combat phase. conversely, it really, really sucks when you enter combat and your entire hand is cards that only have stage effects. right now the game feels like it's impossible to win unless everything lines up just right, over and over again. there needs to be some way of controlling the randomness, and I think unused cards staying in the hand between phases is the answer.

Mayor T

The card 'Messy Kiss' has a +1 coin icon in its low detail image, but doesn't have that icon in its detailed version.

Dyren


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