Thank you both
msilver and
Idurniat! Your feedback is really appreciated.
I'm going to anwer your comments by parts.
-> Some grammatical errors, you might want to check it over once more.
Yes, I know that. The actual English translation isn't the final one and a full new translation is on course.
-> It would help to identify your character by making him closer to the bottom that way it is a bit more clear who you are.
Well, if you read the full thread you can see that it has been already changed once but I have been thinking about it and I think I have a very simple solution. First of all I'm going to change the position of the portraits to the original one. Left for the player and right for the enemy and with just a little modification of the interface I think it'll be more clear in the next update. It's a problem that have been mentioned a lot of times before but I tend to forget about it because most of the players only experience it the first time until they get accustomed to the interface. Thanks for your fresh feedback!
-> Some of the choices that pop up randomly are a bit arbitrary, "which sword do you choose?" Its just a guess so it doesn't feel good to make that choice. Think of FTL, all the choices don't feel arbitrary even though you never know what exactly will pay off until you have played the game a lot.
I think I know the card you are referring to. The truth is that it is a very exceptional one and there's no other options because it's an only win card. I mean, there's no possible bad decision here. Most of the cards (almost all of them except the obligatory combats) give the player the "Continue" option that allow the player to just ignore the encounter.
Anyway, if you remember or find another card where you find that problem please let me know about it. Most of the options in the cards are very easily modifiable.
-> There is an option to "get" and an option to "continue" on the loot screen and its not clear what the difference is. I'd just make it continue and auto pick up the loot till inventory is full. If the inventory is full pop up a screen to choose what to drop with the default being the new item.
The "continue" option is consistently used during all the game to allow the player to skip the encounter and leave the place. That's why I let it there even if it's not the best text for some cards. Maybe I'll change it in the final translation but I think it's now the best option... maybe a "leave" text.
I think the autoloot option is not a good idea here because very often the equipment is worse than the player equipment or the player don't want that loot. With the autoloot I think I'll be more frustrating to the player than the "just press continue" action they can do now.
-> It might be nice to take a break from the one kind of screen layout you have going there. I know you are on a budget but some overworld shots explaining where you are or a map could break up the monotony a bit if it shows what region you are in. Just after each victory a screen with a map and a curvy line showing your progress would be good. Make it clear how far along you are every so often.
The map is a very popular petition lately. I have been thinking a lot about it and I have an idea almost done for that. The main problem is that I'm not fully convinced about how to integrate it and where to put that map. The best option in my opinion is to put it in the "help" menu because it's at just one click (well, it's really two) and make it pop in after each zone is finished with a little animation that shows the movement throught the world. I have to work on it yet and I'm open to new ideas but there will be a map in the next update for sure because a few testers have mentioned too that they want to know how much they have achieved and how much left to the end of the deck.
-> I died pretty easily in my first run. Most people will not like this and it didn't seem like I could have avoided it. Can I rest? Can I run from a goblin? If so idk how to.
Well. Everybody dies too quickly the first games. The roguelike part of the game and the random component make that almost inevitable. I tried to make the first deck very very easy without making it boring for an experienced player. I can try to make a trick in the first combats to make them easier (you mentioned FTL and they do that very well with the first combats of a game) but the truth is that most of the players get the idea after 3 or 4 deaths.
Btw, you can only rest in the cards that give you that option and there's no option to escape once you are in a combat. You only recover 1 health each time you advance a card (or more with some objects or spells)
-> I like the battle music!
Thank you! There's one song for each deck. That makes a total of 5 music pieces. I'll probably add one more before the next update. My main problem here is that the music demand some space and I can't do them too large to avoid a big size for a mobile game.
That's all. Thank you very much
msilver for the detailed feedback. It helped a lot. I must supose you played the game on android?
Idurniat. I'll answer you in another post later. This one is very large. But I think that most of the problems you encounter where on an old version I updated to the web game. They must be solved now.