I think the web version got bug, instead of 2 baby spiders it multiplies into 4.
They're even stacked on top of each other so it looks like 2 but is actually 4.
No wonder I received 2 hits each.
I do not remember the setup or what else was preset in deck/field, but the first time i used a newly acquired tamed bolt, the game just froze. This happened the first two times I tried using it after the 3.5.0, however I have tried once again and the tamed bolt worked with no issues, so guessing it was a specific set of circumstances?
I played it some time ago and it's great! I like the variety in cards, graphics and gameplay. One small issue for me is the fact I couldn't realize that AoE hammer attacks do not apply weaken on all enemies; which is fine - but it would be nice to somehow state that it applies weaken only on one enemy and does damage to all enemies.
Hey, I started playing this game a couple days ago and I'm hooked. So, I would like to say well done, for making such a meaningfully engaging game.
I noticed you put out an update today and there seems to be a UI bug with the card refresh/restock thing; It has an annoyingly precise hitbox for clicking.
Apart from that, I don't know if this is intentional but it seems like no matter how my run starts it always ends with lots of shield cards. I did it with knives, bows, swords and hammers and it always ended up that way. It seems maybe it's way too strong at least to me.
Anyway, I really look forward to the future of this game.
P.S. I haven't played slay the spire but I imagine this game is what slay the spire would be like if I actually played it.
Preventing damage is much more important than healing and at the moment, stockpiling kite shields just works better because of the +7 vs the Heal 5 from bread. I would either switch food/shields or add a bonus heal over time to food items, that makes them as attractive as shields.
I love this game but i wish there is some way to "upgrade" the the cards so it not just many card to play but some quality card as well. And it would be helpful if we know the target of the enemies (us or summon) but unpredictability can be fun too. <3
After spending several hours playing this game, I have some suggestions and tips I'd like to share:
In terms of progress, I am stuck at 92/98 cards and have no idea how to unlock the remaining ones. A tooltip or hint on how to unlock each card would be useful (like the "time" card, which I discovered purely by chance). Perhaps you could display just the name or description. For the record, the cards I am missing are: the third in the third row, the second in the fourth row, the last two in the sixth row (after "training course"), the third in the row after that, and finally the card between "angry sword" and "magic stick."
Some cards are very hard to come by. For example, I've only seen the "disassemble" card once.
The initial choice could be improved. Several times, I've had to restart the game because I end up choosing arrows or bows and then find myself without arrows or bows. Maybe implement a trigger to ensure that if you choose a bow/arrow, the next choice is the complementary item.
On touch devices, buttons and cards need to be tapped twice to function properly.
It would be helpful to play a card without dragging it, as I've often accidentally discarded shields instead of placing them on a golem.
Keyboard shortcuts for automating certain actions would be great, such as pressing Enter for a new turn or using numbers to play a card in a specific position.
The option to receive coins in "choose a card" would be beneficial, as the proposed cards often disrupt the deck.
The ability to reroll the shop (at a cost, of course) would be useful.
Apart from these points, the game is very fun and has high replayability!
Wow, thanks for this great feedback! A lot of it is really spot on, and actually is being addressed in an update I am currently working on 😊 Keyboard shortcuts is a great idea I hadn't considered!
Unfortunately setting up the game for touch devices isn't a priority at the moment, but hopefully I will be able to build a version that is mobile specific in the future!
im not sure if this was intentional or not but if you get the card forges, which can give you one energy on discard (basically making it a free discard) but when you have multiple of them and use a card that gets rid of your hand, you are given a few extra crads and energy (amount depends on how many card forges you have, 1 gives 1 card and energy, 2 gives 2 and so on) not sure if this was intetional but it makes for some fun gameplay
Thought I update on some feedback regarding the quick draw event. On my last run so far, I encountered this event maybe 10+ times, and I'm getting tired of the game giving me any random card from said event when the player has no say as to what card gets added to the deck, and I rather see a "skip" button if you don't want to deal with playing slots on this event.
Basically, you are shown 3 facedown cards and you pick one, and are forced to keep whatever you take. A reason I don't like this event when it pops up is:
1. You can't skip the event.
2. You have no say as to what the result is since the cards given to you is random, unless you get lucky getting the "gold pile" card that gives you gold instead.
3. It feels like a slot machine-type event to me that I can't understand why its in the game, considering you are forced to take every card reward offer to you, and I don't like a random event just adding random cards to your deck to just bloat it up.
Then again, I did hear the developer saying deck management be important, so what is the lucky draw even ever in the game to begin with if we are encouraged to keep deck size down and some event just gives you more junk to clog up the deck. I can't understand the reason its in the game and you can't skip it. Thought I ask what the design choice was with putting it in the game, especially with what I said above besides being an event that I feel is more of the game telling "here's a lucky draw event, and now I'll give you more junk for you deck you have to deal with."
Thanks for giving this feedback! The lucky draw definitely can feel annoying sometimes. There were two aspects for including the card; firstly it's something that breaks up the gameplay which hopefully helps add some variety, and secondly it is another way to add to the challenge of managing the size of your deck. I think at the moment it's not the best implementation, because like you said the player doesn't have much choice in it - I'd be open to hearing any thoughts on ways to make it more engaging 😊
Maybe what you can do for the lucky draw is maybe move it to the shop where the player can pay a certain amount of gold to gamble on getting a card, and its either common, uncommon or rare and the more gold you pay, the better the rarity of the card. The lucky draw also has a 10% chance where it pays you back double the amount of money or let you choose between 3 cards of the rarity you paid for instead.
As for the card alter, you should move it to the shop too so all of the deck management is in one place. Technology, the card alter is a hybrid of the junk shop and the lucky draw since you trash up to 3 cards and get a random card back. Only thing I can think of is you pay gold to cut cards out and end the runs after 3 maps total since if they go on for 4+ acts, you still have to deal with deck bloat problems from forced card rewards, etc. and I think I would get sick of the game after 3 maps since forced card rewards and long runs don't mix well.
That's my 2 cents on the topic to move everything to the junk shop so you get all of the deck manager services in one shop and add more events like one that gives you a random relic, etc. As for the deck, showing 3 cards at a time and you pick one to resolve gives you some control over the order of encounters or events you want to do. Another game I play on mobile, Dawncaster, does that with a deck of cards and if you want to watch a video of it or something, its one way to do the map deck a bit.
I think maybe just reframing it could be better. Like, instead of "Yay, you get this good thing! (but secretly it is bad)" you could do "Oh no, a fairy added a card to your deck! (but secretly it may be fine)". Also adding the card altars means this game has *so much* card destruction, so leaving it as is is probably also fine since any cards you don't want you can toss at a shop or altar anyway and you're never gonna use up all the sacrifices anyhow.
Question for the dev: is there a reason so many devs go from web-version to windows-only for the steam release? Is there something about game-maker or html5 that makes releasing for Mac onerous?
It's just weird that I can play these games on my Mac online but not buy the complete versions :( I figure there is some reason devs do this though, you're not the only one.
One of the main reasons I think is that generally to make a game for Mac, you need to own a Mac. It's also generally not the simplest process to compile a game for Mac compared to windows - it's something I'd like to do for Dungeon Deck so hopefully it doesn't cause too many issues! 😊
Makes sense! Follow-up question: could the steam version of a game like this still be compiled for web-play even in the later, "complete" version that's sold on steam? Ois there some point where the complexity of the game crosses "can't be a web game anymore"?
Yes theoretically it could also be built for web - Web does have more limitations though for things like available memory, and so there would be a challenge involved in fixing all of the issues that are unique to the web version 😊
Hmm, I'm 9 cards short of completing the library, and I can't remember or find any cards that are missing. Does anyone have the complete library that they could share an image of? Is the library completion bugged?
I know some cards (artists clay for sure) have issues entering the library, but eventually I even got artists clay, and I'm still 9 short.
Thought I report a bug on one of the cards in the game. I drafted a card called "Artist's Clay" that duplicates a summoned ally when its played, but after I played it, its removed from my deck for the rest of the run. (It doesn't go into my discard pile when played or ever returned to my deck after the run is over.) The card itself doesn't say that its one-time use, so I can't understand why this is happening.
In addition, the card doesn't show up in my library tab upon clearing the game even thought I found it twice on my last run.
Also adding another one. In the picture below, the game isn't letting me play any cards from my hand. I used deck swap to change my hand for the discard pile, but after playing the card, the game doesn't let me play the knife cards but lets me play the shield and draw two card. I can't understand this situation.
You can only play cards once per turn, so the cards you got back from the deck swap will be "disabled" until you end turn. I think it visually needs to be a bit more clear though
I'm pretty sure I remember this being different before, so I infer this is a (very reasonable) balance update. However, after this change, some cards like deck swap, resurrection, and bent arrow become almost useless except under very, very specific circumstances.
I would gently suggest those cards may require revision.
Thanks for your thoughts 😊 that's a great point, especially around Bent Arrow and Resurrection - I think Deck Swap is still very powerful without resetting moves if you have the right build, but I hadn't even considered the other two! Thanks 😊
Adding on to my previous reply that I played deck swap again, and now the game softlocked me here since I can't play any cards at all in this picture after my hand got swapped with the discard pile. This is all from the web browser version of the game in case you need to know what version I'm talking about, and I think its the only one available right now unless I download it.
Good game, but assuming you're taking feedback in the comments, I'll leave some here.
1. There needs to be a way to skip card rewards, etc. in this game. I can't ever beat the first level so far because you're forced to take every card offered to you, and this was leading to me taking unavoidable damage because the deck becomes too fat after 5ish battles with no way to cut cards out of it, and unable to draw my defense cards.
What starts as a 5 card deck becomes 15+ cards about halfway through the game and unless I want to play a "deck bloater" game (or have the game make my deck for me), its something I would drop after maybe 5ish battles when the decks become not sync anymore due to being filled with whatever junk gets offered to you or too many copies of the same card (a single shield becomes useless when the deck is 20+ cards when you get to the boss of that level).
2. There needs to be a way to check the draw and discard piles. I found some card that lets you take any draw from the draw pile, but I feel like sometimes its a wasted play when I can't check the draw pile to see if there's any card in it that I want. It similar to the discard pile if there is a card that lets you find something in it.
Hey there, thanks for playing! And thanks for the feedback ☺️
1. It definitely becomes unusable once your deck gets too bloated! Part of the challenge is this "deck management" element, so making sure to sell cards at the shops, and using things like the Card Altar helps to keep your deck fairly trim. I am working on adding more ways to remove cards from your deck as well, as I don't want to completely remove the challenge that comes with having to take reward cards ☺️
2. This is a good idea! I'll try and add a way to see what cards are in your deck and discard pile
I did play it some more, and I think I think I got some more notes to share on the game.
1. The "spin the wheel" event is currently my least favorite event in the game, since it just gives you any random card without you having no say about what you took. (Its just 3 random facedown cards and you just pick one at random.) I can't understand why this event is even in the game if you said "deck management is important in this game." and this event should either go or get reworked.
2. Its too random as to when the shop event pop ups. On my last run, the game gave me maybe 5+ battles in a row with forced car drafts and no shop, etc. at a certain point, I feel like playing the game becomes more of a punishment to continue playing rather than rewarding. If the game had a map system or something that told you what the next event is or showed you 3 cards from tan event deck and you pick one to resolve with the others going back to the event deck, I think it would be better for me as to when to go next on the map. You can pick the levels, but that's the only control you have.
3. For some cards, they don't say that you need something else to play them or they have certain effects that I can't understand. As an example, I think I found 3+ arrow cards, but they don't say on the card that you can't them outright from the hand and need an arrow to use them. Plus, some of the cards apply status effects like burn, etc., but I'm not told what they ever do.
4. Forgot to mention that for point 3, the game never tells me that you can only sell 3 cards at the shop without buying anything, and when you do buy something, you can cut another card out of the deck. I only found that out by testing the shop myself.
That's all I can think of for now. As for what you could do, each level could be maybe 10-15 cards or something where after every 2-3 battles, you get some event such as the shop, card altar, etc. but I don't want to see the card roulette unless that gets reworked where its not a gambit for the game to have a chance to add "junk" to your deck. Plus, if you can't cut card easily, at least make it where every card can be played without needing something else like arrows needing a bow, etc. since the game doesn't tell me stuff like this currently.
I would add that I (very subjectively) disagree with the feedback above. I find the current version provides a *lot* of card removal. Currently It's possible, maybe even likely, that the deck doesn't grow at all over the course of the game. Not saying that's good or bad, but it's definitely already more forgiving than other deck-building games in this vein.
It looks like someone else also ran into this issue with the web version. I would recommend downloading the game for now and see if that works for you! ☺️
there is no turn after it happens, it'll go a few turns and then just not play. i can still interact with cards and move them around but nothing happens. it's only on the three raccoons though.
Hi! I've been noticing a problem with using the altars- I change one card and sacrifice 2 more like normal, but at least some of the time, the resulting card never is added to my deck. I'm going to keep track of the number of occurrences for you in a reply- I don't believe this problem was happening when I played yesterday, but I'm not certain.
Also, I saw below that at one point, your intention was for the altar to use 1-3 cards sacrificed to get the new card, but now it always uses 2. Is this on purpose?
Anyway, thanks for making this game! I'm excited to see how it progresses
Thanks so much! I had only played the night before it was broken, so I couldn't remember if the other cards were added to my hand. I figured that if they did, they might have used the same function so that would narrow the problem down on your end. Ah, well.
Really enjoying this game, thanks so much for getting on it so soon!
Also to answer your question, the current way altars work is they always take 3 sacrifices - the first one reveals the card you will receive, and then you need to sacrifice 2 more for it to enter your hand. This isn't super clear at the moment though 😅
After a while, after enemy attack, I get a blue overlay and cannot see anything. Refreshing the page temporarily resolves the problem, but it reappears after some time.
The game is great. I love the idea and i would maybe buy it. But the thing is, there is no real enemy that you attack. The other enemy units can attack you directly and i had a round where they did and it was not even a power of the unit. It would help if you could also attack the enemy directly and make that you win from killing the enemy. The system is pretty funny after all, but it remembers me of inscription.
Hey there, I'm glad you like the game! There isn't any main enemy that you are trying to beat, but the idea is you are defeating the deck of cards itself 😊 That's why each enemy is a new encounter!
I haven't played inscription, but I think someone else also mentioned it reminded them of it! I'll have to check it out 🤔
Bug:
Artist’s Clay on Card Forge seems to be consistently crashing the game on web (Vivaldi, chromium-based browser on Windows 11). The game freezes, can continue after refreshing (though the turn isn’t saved)
I played your game a few times weeks ago and really enjoyed it. I thought I would come back and try it again since I saw the changes but unfortunately, I think I may be having a display error. The whole game seems extremely dark. Do you happen to know what the trouble is? I did not have this issue until today.
Hey there, I'm glad you enjoyed the game! Thanks for letting me know about this issue! Is there any errors in the console alongside this issue? 🤔 What device/browser are you playing on?
I did. I had a golem deck with several tower shields and energy cards, defeating them slowly until I got a time card, which deals damage to everything until the one with the most health is left.
Those raccoons are really difficult 😅 I think your best bet is to have a really powerful bow build, as that ignores thorns. They will be rebalanced a bit in the future though!
This was a treat! I took a bit, but looks like my favorite strategy is summoning as many spirit golems as possible with lonely golems+artists clay, and also saving a bunch of training dummies. The crowds will not die down.
Edit: also, when does "Time" start appearing? I find myself getting too many bucklers a lot..
Sounds about right, I got softlocked for a bit because I was trying to build a dagger build, but only got one dagger in starting hand, and all the rest either bucklers or steak. I'm not even sure why I didnt decide to restart, but I decided to try and outstall the 1st round elder turtle.
This is a great game, and I loved almost every bit of it. The parts of the cave section where you cant see any stats was especially neat, and I don't think i've ever actually seen a game do that. I think my favorite way to build my deck is to just get as many golems as possible (preferably forest or armor) and artists clay (for more golems). Although I do like the knives a lot :)
Initially I felt Bow build was unreliable compared to Knives or multiplying, supplements any deck build, Golems but that's only with the Training Bow and Wonky Arrow. Once you get Double Shot, Tethered Shot, Blight Snake, or the almighty Arrow Cannon you will start ripping enemies apart. Defense shredding, burn, blight (which counters healing enemies like Bats and the 3 Racoon boss), are incredible when fired multiple times. It also helps to have draw engines (Bonus Cards/Mitosis/Card Forge), Hidden Truth (to search anything), Third Hand/Move Dispenser to continue your combo, and Reanimator and Deck Swap for reusing discard cards.
I don't really see the use of Mechanical Bow creating more bows. I guess to help with Ethereal Quiver creating more arrows? Except if you have Arrow Cannon, you don't need more bows. Only time having a higher bow than arrow ratio is if you have those 30% chance reusable arrows but that's a niche scenario.
Swords are pretty basic with pure damage. The Fire one can Burn and the Vampire is decent for healing (if enemy is not shielded). Angry Sword seems very mediocre in this game where builds have multi-attacking in a single action, though it's still better than Shy Dagger (+2 dmg if your Shield is >50?). Corpse Sword would typically be like 5-7 dmg but I suppose if you kill a boosted Mega Shark you can turn the Seagull boss into chicken nuggets.
Wands seem to be the hardest to play with their high risk-low return playstyle. There doesn't seem to be many of them so they're also rare to find unless you reroll rewards. Maybe instead of picking 5 random cards (which can sometimes give you bows or arrows but not the other), you can choose a "class" and the game will then give them better odds appearing in the reward/shop/sacrificial altar?
Being able to sell 3 cards or shred them with the altar is a nice way to get rid of undesirable cards.
Shields seem to fall off once you get into late game and enemies start hitting harder (especially against Mega Shark). Practice Dummies are much better damage absorbers (and also draw aggro away from your fragile devices/golems), when they're on the field (like other summons) they also won't clog up your draw/deck until destroyed, and they are also an option to Duplicate. Shield Golems are just unparalleled for mass action-less shielding. Healing Golems likewise are better than those 3/5 HP food. Shields with effects (like Thorns) or Food with effects would make them better.
Thanks for playing the game! Those are some really good and specific thoughts 🤔 cards like the swords and healing items, and especially Wanda definitely need some more balancing / greater variety for them to feel interesting
Hi Incinious! If you'll let me I'd like to translate your game into Japanese! Trying to build up a game translator portfolio from scratch and your game caught my eye. Let me know if you're cool with this idea and we can discuss. Thanks!
Hey there! Thanks for reaching out! If you're interested in helping with the localisation for the full version, feel free to join the discord😊 I will be posting about localisation there once I get closer to finishing the full game!
very fun. I beat it with a deck that was basically pure defence. A bunch of armor golems and artist's clay(for more armor golems), some training dummies for defence while I set up my immortality, some healthcare to deal with the damage I took during setup, and my only attacking cards were clubs and stuff that reduce enemy damage.
The ending was a fucking rollercoaster, It took me a moment to realize how powerful the snooping gull is, and at one point I had 1 HP, but then I suddenly got some insane luck, managed to go from no golems to all four out in like 2 turns, which gave me enough defense to fully heal using fuzzy armor, and I a second wave came during the battle(something I didn't even know could happen) carrying a clam so I could steal its defense.
I love the game, it's so fun to play! But I wish that it was easier to remove cards from your deck, as if you arn't going for bows, knife, or summon synergy and you get a multiple cards (from random wheel, e.g.) they become useless in your deck, and you just spend an action discarding it.
I'm glad you like it! 😊 Yeah the only ways to remove cards at the moment are through the card altar, or by selling in the shop. The full version will offer a few more ways to make it less frustrating!
I think that this game is very fun, but here are some suggestions:
1. sometimes (I experienced this maybe 3 or so times?), I was fighting against the hibernating bear, and then the screen became dark and I thought it was a feature. It was not a feature, since none of my cards did any damage, but the bear and bat things did damage to me. It might be fixed already though, since I have not seen the bug in a while.
2. I think that there should be music everywhere: in the battles, in the shop, the healing fountain, and the sacrificing areas. I feel like the music being just in the main titles feels a bit off to me, so it would be nice with music in the whole game.
3. I think that the screen where it shows "new game", "continue", and "settings" should have a new bar called, "achievements", where you will be able to beat the game by completing all the achievements.
4. Does the sacrificial altar always return something? I didn't get some on my first sacrifice, so I don't know if it is a bug, or if it is purposely done like this.
5. I think a character selection would be nice (but not necessary). You can customize how your character looks like, and during the card battles, there would be a custom aura around you. The character could (but not necessarily) have special abilities or different decks, like a dagger wielder, or a swordsman, or an archer, or a summoner, or a magician, but it would be nice to have something like this in a fantasy-like game.
6. More decks would be amazing!
7. More cards could make the game more interesting, like more potions, or more effects. One effect could be this:
blindness -- decreases every turn, starts at 3, opponent attack has a 10% times the current number chance to miss.
8. It would be great if you could earn a currency every time you play, and that currency can be used to buy aesthetics outside. For example, each time your run ends, you earn 100 nuggets, and you can pay 30 nuggets in the game store to buy a red tablecloth. It is unnecessary, but I would like it.
Hey there, thanks for playing!! I'm glad you liked it 😊 I love all your suggestions! Some of them will be a part of the full game, like there being more decks and cards, and music throughout! Having an achievements / challenges list is definitely something I also want to include, as well as a global currency for cosmetics 😊
The sacrificial altar should always return a card, but in the demo requires a random number between 1-3 of cards to be sacrificed before you get one back!
Ah okay, on the web browser, you could try zooming in or out using Ctrl and the mouse wheel? See if that lets you fit the game on screen 😊 otherwise the downloadable version should be fine!
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Wow! That's sneaky!! Thank you for letting me know! I assume you killed them with the bow?
Well yes, i'm a bowman after all XD
This should now be fixed in the latest version 😊
"Tamed Bolt" has broken my game on two seperate occasions, as of last update. Also, loving the game! Can't wait for full version.
I'm glad you like the game! 😊 I'm sorry to hear about the Tamed Bolt breaking the game, do you have any more information about what happens?
I do not remember the setup or what else was preset in deck/field, but the first time i used a newly acquired tamed bolt, the game just froze. This happened the first two times I tried using it after the 3.5.0, however I have tried once again and the tamed bolt worked with no issues, so guessing it was a specific set of circumstances?
I should mention, it was when the tamed bolt was released onto the enemy.
This should be fixed now 😊
Champion! Glad I could contribute in some way
Thanks for making a video of Dungeon Deck! 😊
That's a good point about the hammers! I'll try and work out a way to make that more clear
Hey, I started playing this game a couple days ago and I'm hooked. So, I would like to say well done, for making such a meaningfully engaging game.
I noticed you put out an update today and there seems to be a UI bug with the card refresh/restock thing; It has an annoyingly precise hitbox for clicking.
Apart from that, I don't know if this is intentional but it seems like no matter how my run starts it always ends with lots of shield cards. I did it with knives, bows, swords and hammers and it always ended up that way. It seems maybe it's way too strong at least to me.
Anyway, I really look forward to the future of this game.
P.S. I haven't played slay the spire but I imagine this game is what slay the spire would be like if I actually played it.
Thank you for playing! I'm really glad you like it ☺️
That's a good point about the reroll button! I will look into making it less annoying to press.
Ah that's interesting! Maybe I need to revisit how strong the shields are 👀
noo not the shieldss...
and on another note i find if i hover over the reroll button i can see if it moves a bit downwards i know to press it :>
Preventing damage is much more important than healing and at the moment, stockpiling kite shields just works better because of the +7 vs the Heal 5 from bread. I would either switch food/shields or add a bonus heal over time to food items, that makes them as attractive as shields.
I love this game but i wish there is some way to "upgrade" the the cards so it not just many card to play but some quality card as well. And it would be helpful if we know the target of the enemies (us or summon) but unpredictability can be fun too. <3
Thank you for playing! I'm glad you like the game 😊 the full version of the game actually will have a way to "upgrade" certain cards 👀
It made the screen go blue on steam
And thus far not working
Thanks for letting me know! At what point did the screen turn blue? Do you have any screenshots of it? Thanks 😊
I'll get a screen shot in a bit
After spending several hours playing this game, I have some suggestions and tips I'd like to share:
Apart from these points, the game is very fun and has high replayability!
Wow, thanks for this great feedback! A lot of it is really spot on, and actually is being addressed in an update I am currently working on 😊 Keyboard shortcuts is a great idea I hadn't considered!
Unfortunately setting up the game for touch devices isn't a priority at the moment, but hopefully I will be able to build a version that is mobile specific in the future!
im not sure if this was intentional or not but if you get the card forges, which can give you one energy on discard (basically making it a free discard) but when you have multiple of them and use a card that gets rid of your hand, you are given a few extra crads and energy (amount depends on how many card forges you have, 1 gives 1 card and energy, 2 gives 2 and so on) not sure if this was intetional but it makes for some fun gameplay
I'm glad you like the card! Yes that was the plan, stacking card forges should give you multiple free discards 😊
Thought I update on some feedback regarding the quick draw event. On my last run so far, I encountered this event maybe 10+ times, and I'm getting tired of the game giving me any random card from said event when the player has no say as to what card gets added to the deck, and I rather see a "skip" button if you don't want to deal with playing slots on this event.
Basically, you are shown 3 facedown cards and you pick one, and are forced to keep whatever you take. A reason I don't like this event when it pops up is:
1. You can't skip the event.
2. You have no say as to what the result is since the cards given to you is random, unless you get lucky getting the "gold pile" card that gives you gold instead.
3. It feels like a slot machine-type event to me that I can't understand why its in the game, considering you are forced to take every card reward offer to you, and I don't like a random event just adding random cards to your deck to just bloat it up.
Then again, I did hear the developer saying deck management be important, so what is the lucky draw even ever in the game to begin with if we are encouraged to keep deck size down and some event just gives you more junk to clog up the deck. I can't understand the reason its in the game and you can't skip it. Thought I ask what the design choice was with putting it in the game, especially with what I said above besides being an event that I feel is more of the game telling "here's a lucky draw event, and now I'll give you more junk for you deck you have to deal with."
Thanks for giving this feedback! The lucky draw definitely can feel annoying sometimes. There were two aspects for including the card; firstly it's something that breaks up the gameplay which hopefully helps add some variety, and secondly it is another way to add to the challenge of managing the size of your deck. I think at the moment it's not the best implementation, because like you said the player doesn't have much choice in it - I'd be open to hearing any thoughts on ways to make it more engaging 😊
Maybe what you can do for the lucky draw is maybe move it to the shop where the player can pay a certain amount of gold to gamble on getting a card, and its either common, uncommon or rare and the more gold you pay, the better the rarity of the card. The lucky draw also has a 10% chance where it pays you back double the amount of money or let you choose between 3 cards of the rarity you paid for instead.
As for the card alter, you should move it to the shop too so all of the deck management is in one place. Technology, the card alter is a hybrid of the junk shop and the lucky draw since you trash up to 3 cards and get a random card back. Only thing I can think of is you pay gold to cut cards out and end the runs after 3 maps total since if they go on for 4+ acts, you still have to deal with deck bloat problems from forced card rewards, etc. and I think I would get sick of the game after 3 maps since forced card rewards and long runs don't mix well.
That's my 2 cents on the topic to move everything to the junk shop so you get all of the deck manager services in one shop and add more events like one that gives you a random relic, etc. As for the deck, showing 3 cards at a time and you pick one to resolve gives you some control over the order of encounters or events you want to do. Another game I play on mobile, Dawncaster, does that with a deck of cards and if you want to watch a video of it or something, its one way to do the map deck a bit.
I think maybe just reframing it could be better. Like, instead of "Yay, you get this good thing! (but secretly it is bad)" you could do "Oh no, a fairy added a card to your deck! (but secretly it may be fine)". Also adding the card altars means this game has *so much* card destruction, so leaving it as is is probably also fine since any cards you don't want you can toss at a shop or altar anyway and you're never gonna use up all the sacrifices anyhow.
Choosing 1 of 3 facedown cards doesn't do anything, because you have no information. It might as well be 1 card.
Provide some information about what's on the opposite side, then it becomes a choice.
That's a good point. I think I will rework it
Question for the dev: is there a reason so many devs go from web-version to windows-only for the steam release? Is there something about game-maker or html5 that makes releasing for Mac onerous?
It's just weird that I can play these games on my Mac online but not buy the complete versions :( I figure there is some reason devs do this though, you're not the only one.
One of the main reasons I think is that generally to make a game for Mac, you need to own a Mac. It's also generally not the simplest process to compile a game for Mac compared to windows - it's something I'd like to do for Dungeon Deck so hopefully it doesn't cause too many issues! 😊
Makes sense! Follow-up question: could the steam version of a game like this still be compiled for web-play even in the later, "complete" version that's sold on steam? Ois there some point where the complexity of the game crosses "can't be a web game anymore"?
Yes theoretically it could also be built for web - Web does have more limitations though for things like available memory, and so there would be a challenge involved in fixing all of the issues that are unique to the web version 😊
Hmm, I'm 9 cards short of completing the library, and I can't remember or find any cards that are missing. Does anyone have the complete library that they could share an image of? Is the library completion bugged?
I know some cards (artists clay for sure) have issues entering the library, but eventually I even got artists clay, and I'm still 9 short.
Great job with the library! I'm not too sure about those 9 cards, I'll look into it 🤔
Y'know, very low priority, but here they are:
Thought I report a bug on one of the cards in the game. I drafted a card called "Artist's Clay" that duplicates a summoned ally when its played, but after I played it, its removed from my deck for the rest of the run. (It doesn't go into my discard pile when played or ever returned to my deck after the run is over.) The card itself doesn't say that its one-time use, so I can't understand why this is happening.
In addition, the card doesn't show up in my library tab upon clearing the game even thought I found it twice on my last run.
Thanks for letting me know! I'll look into it ☺️
Also adding another one. In the picture below, the game isn't letting me play any cards from my hand. I used deck swap to change my hand for the discard pile, but after playing the card, the game doesn't let me play the knife cards but lets me play the shield and draw two card. I can't understand this situation.
You can only play cards once per turn, so the cards you got back from the deck swap will be "disabled" until you end turn. I think it visually needs to be a bit more clear though
I'm pretty sure I remember this being different before, so I infer this is a (very reasonable) balance update. However, after this change, some cards like deck swap, resurrection, and bent arrow become almost useless except under very, very specific circumstances.
I would gently suggest those cards may require revision.
Thanks for your thoughts 😊 that's a great point, especially around Bent Arrow and Resurrection - I think Deck Swap is still very powerful without resetting moves if you have the right build, but I hadn't even considered the other two! Thanks 😊
Adding on to my previous reply that I played deck swap again, and now the game softlocked me here since I can't play any cards at all in this picture after my hand got swapped with the discard pile. This is all from the web browser version of the game in case you need to know what version I'm talking about, and I think its the only one available right now unless I download it.
You should still be able to press "End Turn" on this screen to continue. Let me know if that doesn't fix it ☺️
These should be fixed with the latest version
Good game, but assuming you're taking feedback in the comments, I'll leave some here.
1. There needs to be a way to skip card rewards, etc. in this game. I can't ever beat the first level so far because you're forced to take every card offered to you, and this was leading to me taking unavoidable damage because the deck becomes too fat after 5ish battles with no way to cut cards out of it, and unable to draw my defense cards.
What starts as a 5 card deck becomes 15+ cards about halfway through the game and unless I want to play a "deck bloater" game (or have the game make my deck for me), its something I would drop after maybe 5ish battles when the decks become not sync anymore due to being filled with whatever junk gets offered to you or too many copies of the same card (a single shield becomes useless when the deck is 20+ cards when you get to the boss of that level).
2. There needs to be a way to check the draw and discard piles. I found some card that lets you take any draw from the draw pile, but I feel like sometimes its a wasted play when I can't check the draw pile to see if there's any card in it that I want. It similar to the discard pile if there is a card that lets you find something in it.
Hey there, thanks for playing! And thanks for the feedback ☺️
1. It definitely becomes unusable once your deck gets too bloated! Part of the challenge is this "deck management" element, so making sure to sell cards at the shops, and using things like the Card Altar helps to keep your deck fairly trim. I am working on adding more ways to remove cards from your deck as well, as I don't want to completely remove the challenge that comes with having to take reward cards ☺️
2. This is a good idea! I'll try and add a way to see what cards are in your deck and discard pile
I did play it some more, and I think I think I got some more notes to share on the game.
1. The "spin the wheel" event is currently my least favorite event in the game, since it just gives you any random card without you having no say about what you took. (Its just 3 random facedown cards and you just pick one at random.) I can't understand why this event is even in the game if you said "deck management is important in this game." and this event should either go or get reworked.
2. Its too random as to when the shop event pop ups. On my last run, the game gave me maybe 5+ battles in a row with forced car drafts and no shop, etc. at a certain point, I feel like playing the game becomes more of a punishment to continue playing rather than rewarding. If the game had a map system or something that told you what the next event is or showed you 3 cards from tan event deck and you pick one to resolve with the others going back to the event deck, I think it would be better for me as to when to go next on the map. You can pick the levels, but that's the only control you have.
3. For some cards, they don't say that you need something else to play them or they have certain effects that I can't understand. As an example, I think I found 3+ arrow cards, but they don't say on the card that you can't them outright from the hand and need an arrow to use them. Plus, some of the cards apply status effects like burn, etc., but I'm not told what they ever do.
4. Forgot to mention that for point 3, the game never tells me that you can only sell 3 cards at the shop without buying anything, and when you do buy something, you can cut another card out of the deck. I only found that out by testing the shop myself.
That's all I can think of for now. As for what you could do, each level could be maybe 10-15 cards or something where after every 2-3 battles, you get some event such as the shop, card altar, etc. but I don't want to see the card roulette unless that gets reworked where its not a gambit for the game to have a chance to add "junk" to your deck. Plus, if you can't cut card easily, at least make it where every card can be played without needing something else like arrows needing a bow, etc. since the game doesn't tell me stuff like this currently.
I would add that I (very subjectively) disagree with the feedback above. I find the current version provides a *lot* of card removal. Currently It's possible, maybe even likely, that the deck doesn't grow at all over the course of the game. Not saying that's good or bad, but it's definitely already more forgiving than other deck-building games in this vein.
it’s been a while since I last played, so I’m probably late to this, but the roly-poly that organizes the coins is so adorable. Amazing addition!
I was just about to say that! I love this feature.
Thanks! I've wanted to add it in for a while 😊
?
It looks like someone else also ran into this issue with the web version. I would recommend downloading the game for now and see if that works for you! ☺️
the raccoons keep locking up and not attacking on their turn
Is this every turn that it happens? 🤔
there is no turn after it happens, it'll go a few turns and then just not play. i can still interact with cards and move them around but nothing happens. it's only on the three raccoons though.
Okay thanks for letting me know! I'll take a look. If you're able to find the console logs that would also help!
ok it started working now
and i got a win. aoe damage + big shield. tank build ftw!
Nice! Good job☺️
Hi! I've been noticing a problem with using the altars- I change one card and sacrifice 2 more like normal, but at least some of the time, the resulting card never is added to my deck. I'm going to keep track of the number of occurrences for you in a reply- I don't believe this problem was happening when I played yesterday, but I'm not certain.
Also, I saw below that at one point, your intention was for the altar to use 1-3 cards sacrificed to get the new card, but now it always uses 2. Is this on purpose?
Anyway, thanks for making this game! I'm excited to see how it progresses
Fails at the altar: 5/5. I don't think it's currently working at all.
Also, are "Cards Unlocked" supposed to go into your deck once you beat an area? If so, that's not working either.
Thank you for testing that! I'll try and fix it quickly ☺️
The unlocked cards just get added to the draw pool, so not the deck
This should be fixed now ☺️
Thanks so much! I had only played the night before it was broken, so I couldn't remember if the other cards were added to my hand. I figured that if they did, they might have used the same function so that would narrow the problem down on your end. Ah, well.
Really enjoying this game, thanks so much for getting on it so soon!
Also to answer your question, the current way altars work is they always take 3 sacrifices - the first one reveals the card you will receive, and then you need to sacrifice 2 more for it to enter your hand. This isn't super clear at the moment though 😅
After a while, after enemy attack, I get a blue overlay and cannot see anything. Refreshing the page temporarily resolves the problem, but it reappears after some time.
Thanks for sharing this! I've just uploaded a version which has hopefully fixed this! Let me know 😊
everything is working fine now!
Great! 😊
Now there's a new problem. After the enemy attacks, I can no longer select a card. It's as if the game stays in standby, waiting for the enemy's move.
Ah that's not good! I'll look into fixing that 🙂 thanks for letting me know!
Is this only happening with the wandering flea?
something is broken, everything keeps turning blue and i can't see what's on screen.
Wow very strange! I've uploaded a new version which hopefully fixes it? 🤔
The game is great. I love the idea and i would maybe buy it. But the thing is, there is no real enemy that you attack. The other enemy units can attack you directly and i had a round where they did and it was not even a power of the unit. It would help if you could also attack the enemy directly and make that you win from killing the enemy. The system is pretty funny after all, but it remembers me of inscription.
Hey there, I'm glad you like the game! There isn't any main enemy that you are trying to beat, but the idea is you are defeating the deck of cards itself 😊 That's why each enemy is a new encounter!
I haven't played inscription, but I think someone else also mentioned it reminded them of it! I'll have to check it out 🤔
Bug: Artist’s Clay on Card Forge seems to be consistently crashing the game on web (Vivaldi, chromium-based browser on Windows 11). The game freezes, can continue after refreshing (though the turn isn’t saved)
Thanks for letting me know! I'll take a look at this. What version are you playing on? 😊
Let me know if you still get this crash in the latest version, or on the downloadable one?
It was on web, now it’s working! Thank you!
Hello,
I played your game a few times weeks ago and really enjoyed it. I thought I would come back and try it again since I saw the changes but unfortunately, I think I may be having a display error. The whole game seems extremely dark. Do you happen to know what the trouble is? I did not have this issue until today.
Thank you
Hey there, I'm glad you enjoyed the game! Thanks for letting me know about this issue! Is there any errors in the console alongside this issue? 🤔 What device/browser are you playing on?
Thanks!
Thanks for taking the time. I think I found what you are looking for (sorry, I'm not a developer so I'm not 100% sure it's what you need)
I'm on a windows and use edge at the moment.
FYI. Just to double check I used another browser (DuckDuckGo) - Seeing the same error there
Thank you for sharing this! I'll take a look and see if I can replicate the issue 🙂
In the meantime, you could give the downloadable version a go 🙂
Has anyone ever defeated three raccoons?
I tried several times but couldn't beat them
me neither. weaken deck fell to them.
I did. I had a golem deck with several tower shields and energy cards, defeating them slowly until I got a time card, which deals damage to everything until the one with the most health is left.
Those raccoons are really difficult 😅 I think your best bet is to have a really powerful bow build, as that ignores thorns. They will be rebalanced a bit in the future though!
i got a good build with card forge and martyr's blade
Ah that would work really well! Martyrs blade is super powerful 😅
This is really fun, I didn't notice how long I was playing this. Great job and excited to see it on steam. Cheers!
That's great! I'm glad you had so much fun 😊 I'm planning to release the full version later this year!
Awesome game! Possible bug (browser):
The game froze after I used the corpse sword without having killed any enemy prior.
I'm glad you liked it! Thanks for letting me know 😊 I'll take a look into it
This was a treat! I took a bit, but looks like my favorite strategy is summoning as many spirit golems as possible with lonely golems+artists clay, and also saving a bunch of training dummies. The crowds will not die down.
Edit: also, when does "Time" start appearing? I find myself getting too many bucklers a lot..
That's a great strategy!! The golems can really help a lot.
I think Time appears if a round takes over 30 turns 😊
Sounds about right, I got softlocked for a bit because I was trying to build a dagger build, but only got one dagger in starting hand, and all the rest either bucklers or steak. I'm not even sure why I didnt decide to restart, but I decided to try and outstall the 1st round elder turtle.
This game was awesome! I really did enjoy it. I am looking forward to more in the future.
Thank you! I'm glad you enjoyed it 😊
Hi cool game, what engine do you use?
Thank you! I'm developing Dungeon Deck using GameMaker 😊
gamemaker.io is it?
I believe that's their website ☺️
This is a great game, and I loved almost every bit of it. The parts of the cave section where you cant see any stats was especially neat, and I don't think i've ever actually seen a game do that. I think my favorite way to build my deck is to just get as many golems as possible (preferably forest or armor) and artists clay (for more golems). Although I do like the knives a lot :)
Wow thank you so much! I'm glad you like the demo 😊 Using golems is definitely a fun way to win!!
Initially I felt Bow build was unreliable compared to Knives or multiplying, supplements any deck build, Golems but that's only with the Training Bow and Wonky Arrow. Once you get Double Shot, Tethered Shot, Blight Snake, or the almighty Arrow Cannon you will start ripping enemies apart. Defense shredding, burn, blight (which counters healing enemies like Bats and the 3 Racoon boss), are incredible when fired multiple times. It also helps to have draw engines (Bonus Cards/Mitosis/Card Forge), Hidden Truth (to search anything), Third Hand/Move Dispenser to continue your combo, and Reanimator and Deck Swap for reusing discard cards.
I don't really see the use of Mechanical Bow creating more bows. I guess to help with Ethereal Quiver creating more arrows? Except if you have Arrow Cannon, you don't need more bows. Only time having a higher bow than arrow ratio is if you have those 30% chance reusable arrows but that's a niche scenario.
Swords are pretty basic with pure damage. The Fire one can Burn and the Vampire is decent for healing (if enemy is not shielded). Angry Sword seems very mediocre in this game where builds have multi-attacking in a single action, though it's still better than Shy Dagger (+2 dmg if your Shield is >50?). Corpse Sword would typically be like 5-7 dmg but I suppose if you kill a boosted Mega Shark you can turn the Seagull boss into chicken nuggets.
Wands seem to be the hardest to play with their high risk-low return playstyle. There doesn't seem to be many of them so they're also rare to find unless you reroll rewards. Maybe instead of picking 5 random cards (which can sometimes give you bows or arrows but not the other), you can choose a "class" and the game will then give them better odds appearing in the reward/shop/sacrificial altar?
Being able to sell 3 cards or shred them with the altar is a nice way to get rid of undesirable cards.
Shields seem to fall off once you get into late game and enemies start hitting harder (especially against Mega Shark). Practice Dummies are much better damage absorbers (and also draw aggro away from your fragile devices/golems), when they're on the field (like other summons) they also won't clog up your draw/deck until destroyed, and they are also an option to Duplicate. Shield Golems are just unparalleled for mass action-less shielding. Healing Golems likewise are better than those 3/5 HP food. Shields with effects (like Thorns) or Food with effects would make them better.
Thanks for playing the game! Those are some really good and specific thoughts 🤔 cards like the swords and healing items, and especially Wanda definitely need some more balancing / greater variety for them to feel interesting
Corpse Swords is not about Mega Sharks. I used Reflection, then killed the enemy, and boom, Corpse Swords with 20+ damage.
Yes it can be really powerful when used alongside Reflection!
Hi Incinious! If you'll let me I'd like to translate your game into Japanese! Trying to build up a game translator portfolio from scratch and your game caught my eye. Let me know if you're cool with this idea and we can discuss. Thanks!
Hey there! Thanks for reaching out! If you're interested in helping with the localisation for the full version, feel free to join the discord😊 I will be posting about localisation there once I get closer to finishing the full game!
very fun. I beat it with a deck that was basically pure defence. A bunch of armor golems and artist's clay(for more armor golems), some training dummies for defence while I set up my immortality, some healthcare to deal with the damage I took during setup, and my only attacking cards were clubs and stuff that reduce enemy damage.
The ending was a fucking rollercoaster, It took me a moment to realize how powerful the snooping gull is, and at one point I had 1 HP, but then I suddenly got some insane luck, managed to go from no golems to all four out in like 2 turns, which gave me enough defense to fully heal using fuzzy armor, and I a second wave came during the battle(something I didn't even know could happen) carrying a clam so I could steal its defense.
Wow that's quite an exciting round 👏 well done beating it with a deck like that 🥳
I'm glad you like the game 😊
I love the game, it's so fun to play! But I wish that it was easier to remove cards from your deck, as if you arn't going for bows, knife, or summon synergy and you get a multiple cards (from random wheel, e.g.) they become useless in your deck, and you just spend an action discarding it.
I'm glad you like it! 😊 Yeah the only ways to remove cards at the moment are through the card altar, or by selling in the shop. The full version will offer a few more ways to make it less frustrating!
I like the combat, but I find the text hard to read.
I'm glad you like it! The text is sometimes hard to read, especially on browser. I am planning to make some improvements for the full version!
I think that this game is very fun, but here are some suggestions:
1. sometimes (I experienced this maybe 3 or so times?), I was fighting against the hibernating bear, and then the screen became dark and I thought it was a feature. It was not a feature, since none of my cards did any damage, but the bear and bat things did damage to me. It might be fixed already though, since I have not seen the bug in a while.
2. I think that there should be music everywhere: in the battles, in the shop, the healing fountain, and the sacrificing areas. I feel like the music being just in the main titles feels a bit off to me, so it would be nice with music in the whole game.
3. I think that the screen where it shows "new game", "continue", and "settings" should have a new bar called, "achievements", where you will be able to beat the game by completing all the achievements.
4. Does the sacrificial altar always return something? I didn't get some on my first sacrifice, so I don't know if it is a bug, or if it is purposely done like this.
5. I think a character selection would be nice (but not necessary). You can customize how your character looks like, and during the card battles, there would be a custom aura around you. The character could (but not necessarily) have special abilities or different decks, like a dagger wielder, or a swordsman, or an archer, or a summoner, or a magician, but it would be nice to have something like this in a fantasy-like game.
6. More decks would be amazing!
7. More cards could make the game more interesting, like more potions, or more effects. One effect could be this:
blindness -- decreases every turn, starts at 3, opponent attack has a 10% times the current number chance to miss.
8. It would be great if you could earn a currency every time you play, and that currency can be used to buy aesthetics outside. For example, each time your run ends, you earn 100 nuggets, and you can pay 30 nuggets in the game store to buy a red tablecloth. It is unnecessary, but I would like it.
Hey there, thanks for playing!! I'm glad you liked it 😊 I love all your suggestions! Some of them will be a part of the full game, like there being more decks and cards, and music throughout! Having an achievements / challenges list is definitely something I also want to include, as well as a global currency for cosmetics 😊
The sacrificial altar should always return a card, but in the demo requires a random number between 1-3 of cards to be sacrificed before you get one back!
Super fun, I loved stacking my coins hahahah.
For anyone playing, if you want a harder challenge play arrows only
Haha those coins can be satisfying 😊 thanks for playing!
Cool, I liked it
Thank you 😊
Apart from screen issues its a nice game
Sorry to hear you've had screen issues! Is it something I am able to fix?
I'm glad you like the game regardless 😊
Full screen or not you have to scroll to see the top or scroll down to see the bottom the games seems to big for the screen but idk
Ah okay, on the web browser, you could try zooming in or out using Ctrl and the mouse wheel? See if that lets you fit the game on screen 😊 otherwise the downloadable version should be fine!
It's not perfect but its definitely an improvement if it can't be fixed this method does help
Let me know if this is any better with the latest update! (3.3.4)
I like it
Great! 😊