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TIGSource ForumsDeveloperPlaytestingRPG with card combat (CCG) - Spellsword Cards: Demontide
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Author Topic: RPG with card combat (CCG) - Spellsword Cards: Demontide  (Read 3869 times)
influx78
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« on: June 22, 2018, 06:29:56 AM »



Hi there folks! My name is Andrew, I've been making an RPG game with card combat known as Spellsword Cards: Demontide for the last year. I got recommended to participate here from the folks over at No Moss Co.  Coffee

The basic premise is like D&D, start small at level 1 and build up your character by going on quests! The combat is resolved via a card combat interface. It plays similar to Hearth Stone but with shorter 3-4 minute battles, more story and level progression.

I'd love for anyone to try my game and give feedback on art, card balance, game design, anything that stinks!

Here's the preliminary website with more info: https://www.spellswordcards.com/

A discord group where we discuss the game: https://discord.gg/SjzrwSR

And heres the download links!
Win64 - https://oneupplus.itch.io/spellsword-cards-demontide
Google Play Android - https://play.google.com/store/apps/details?id=com.oneupplus.spellswordcards.demontide
« Last Edit: February 20, 2019, 03:55:37 AM by influx78 » Logged

Currently developing an RPG CCG known as Spellsword Cards: Demontide
influx78
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« Reply #1 on: June 24, 2018, 01:44:28 AM »

Just updated the game board and fixed some stores. Enjoy!

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influx78
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« Reply #2 on: June 29, 2018, 03:53:46 PM »



New skills implemented for each class. Would love some feedback on the direction or balance of them.
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influx78
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« Reply #3 on: June 30, 2018, 08:18:50 PM »

Now on android for easier access. Please leave feedback on what needs work. https://play.google.com/store/apps/details?id=com.oneupplus.spellswordcards.demontide
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influx78
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« Reply #4 on: July 18, 2018, 10:07:47 PM »


Week 9 v1.09 build includes:
Over 40 new cards
5 new battles
Level 5 for all classes
Prevented from attacking now shows as 0 on board
Intermitted lag fixed
Missing cards from version changes added to inventory
UI tweaks and card wording adjustments
It is recommended to start a new hero as many changes and cards during the campaign will yield a new experience.
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MSThalamus
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« Reply #5 on: July 19, 2018, 05:53:59 AM »

Praise:

1) The artwork is excellent.
2) I like the music very much as well. You did a good job of selecting music to evoke a mood.
3) The pulsing around Play is a good idea. I just reviewed a game yesterday where it wasn't obvious what the player was supposed to do next. Now Play seems pretty obvious, but establishing the pattern early of drawing attention to the next likely thing the player will do can be helpful.
4) Thank you for including female characters!
5) I like how quickly the story is introduced, but I hope it gets deeper than it at first appears it will.

Constructive Feedback:

1) The name is so generic...
2) The artwork could benefit from a little more contrast to make it feel a little more dramatic.
3) To appear more professional, you should add a Settings dialog to allow you to get rid of Unity's resolution selector ASAP.
4) It would be good if the "Welcome to Spellsword Cards!" dialog popped up before or at the same time as the hero naming screen. On my machine, it popped up almost two seconds later and it was a bit confusing.
5) This dialog was dismissed when I clicked to give the game window focus again. Clicks that give focus should be ignored. Also, I clicked the body of the message box, not the OK button....
6) When I click in the name field, can you highlight all the text so it's obvious it will be overwritten?
7) Why such a short name field? I wanted to name myself Lord Twinkenstein (an old joke) but the last letter was cut off. Smiley
8 ) You might want to draw some attention to the fact that other portraits exist. (The arrows could just be framing.) You could consider having a carousel presentation, with one in the middle and then one or more on either side, smaller, dimmer, and lower down, then have them move as the mouse moves over them. IIRC Guild Ward did something like this? It makes it obvious at a glance there are other choices and when the player moves the mouse over to investigate, something happens immediately.
9) For the characters, you might consider adding some more age, face, and body type variations.
10) During the intro, it might be a good idea to pulse a button to click, say "click to continue" or whathaveyou, so the player knows it won't continue on its own.
11) Minor proofreading would help: "The state is self-governed, bordered..." not "The state is self governed bordered..." Having another set of eyes on this kind of thing is very helpful, because we always know what we intend our copy to say and therefore tend to miss minor things.
12) The broken sword looks awfully familiar. Have you been to Gondor lately? :/
13) Instead of "Level Up", how about "Accept?" That way, people know they're committing to what's on the screen right then, rather than kicking off the leveling process.
14) The Confirm button is translucent, which is okay, except you can see the Level Up button behind it.
15) I know it's the way games are made nowadays, especially mobile games, but I'm not a fan of having to be walked through the beginning of the game, click by click. Can you add an Expert mode that allows me to find things on my own?
16) The Council Of Mages "Visit Location" button does nothing.
17) Tooltips of some kind would be very helpful for people using mice. I'm guessing your primary target is mobile, but it's not much work to add them and it would make discoverability much better for PC/Mac/Linux.
18) Scrolling with the mouse wheel in the deck is SO SLOW! Smiley Dragging works okay, but it's not nearly so obvious a thing to do with a mouse.
19) "I'm getting too old for this" is a cliche....
20) It's obvious at the beginning that the enemies are attacking first, only because I've played similar games. Can you have an indicator somewhere that says "Enemies attacking!"?
21) When there's nothing more that can be done, can you flash End Turn?
22) The sound effects are a bit too compressed and sound like they're under water.

I enjoyed the game and wished I had more time to play it!

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influx78
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« Reply #6 on: July 27, 2018, 02:49:14 AM »

thank you MSTThalamus for such a well thought out and detailed analysis. I will continue to improve the game and work through the issues you've outlined. Much much appreciated!

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influx78
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« Reply #7 on: July 27, 2018, 02:49:49 AM »

Week 10 build v1.10 includes:
5 new encounters in level 5 for all classes
New intermediate classes Monk and Necromancer
Improved map and UI
Balances to several cards
New loot, stores and crafting over 75 cards in total added
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« Reply #8 on: August 02, 2018, 03:23:34 PM »

Week 11 build v1.11 includes:
- New Champion’s Arena mode, build new decks via 3 card draft and compete as far as you can!
- Adjustments to Necromancer class (buffs)
- New UI elements and animation effects
- Quest Log so you can find old recipes for crafting
- Minor balancing of existing cards
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influx78
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« Reply #9 on: August 10, 2018, 02:28:46 AM »

Week 12 Build v1.12 Includes:
- Reworked Monk class with combos
- Weapons now have uses rather than duration in turns
- Adjustments to several battles
- Scaling difficulty system in both Arena and Campaign
- Improved tutorial
- 20 new cards added to Arena and Campaign
- Multiple fixes to cards and Arena drafting skill duplicates
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« Reply #10 on: August 17, 2018, 01:44:00 AM »

Week 13 Build v1.13 includes:
-2 new battles, and a new card zone for a new card type called Sigils. Sigils effect the game and have a limited duration before they disappear.
-Animations and effects for seperate card types
-Many AI card fixes
-Various battle balances and card balances
-Added UI effects
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« Reply #11 on: August 23, 2018, 06:33:25 AM »

The artwork is the first thing that caught my eye, amazing work!
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influx78
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« Reply #12 on: August 31, 2018, 01:50:26 AM »

Super thanks! Glad to hear from you!

WEEK 15 BUILD V1.15
- New puzzles mode: Solve single turn battles to discover new mechanics
- New card art, avatars and menu system to prepare for the Gauntlet mode (not yet enabled)
​- Various bug fixes (join Discord to report them!)

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influx78
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« Reply #13 on: September 07, 2018, 02:33:27 AM »

Week 16 Build v1.17 includes:
- New puzzles to keep you learning and solving!
- Added music volume control slider
- Reduced Mana Shield to 5 damage per turn absorbed
- Added Tutorial prompts off switch when making new Characters
- Fixed lag issues in Aven Masters
- Addressed AI sometimes getting stuck in Arena (please post shots in Discord if it happens)
- Fixed Power Strike not working without Qi Fists
- Additional board icons, card and cutscene art
- Fixed card log not expanding for summons
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« Reply #14 on: September 13, 2018, 10:58:02 PM »

Week 17 build v1.18 includes:
- New Ninja class (level 1 only)
- New card art particularly on weapons
- New puzzle
- Lag improvements and battery savings
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influx78
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« Reply #15 on: September 20, 2018, 10:20:02 PM »


Week 18 Build v1.19 Includes:
- Job Board for battles in each town
- New puzzle
- Ninja class level 2
- New card art
- Bug fixes and UI tweaks
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« Reply #16 on: October 05, 2018, 03:45:06 AM »

Week 20 Build v1.22 includes:
- Gauntlet mode is open! Life is not restored after each battle (you'll have to find other ways to heal) and a new card zone called the Delayed Zone is enabled
- Lots of bug fixes (thanks to the discord warrior testers!)
- New card and UI images
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« Reply #17 on: October 11, 2018, 11:25:51 PM »


Week 21 Build v1.24 includes:
- Gauntlet bug fixes, balance and UI improvements
- Job Boards scaling and loot chance increase with consecutive wins
- Encounter Icons show enemy portraits
- Campaign enemy taunt dialogue
- New cards earned as Job Board rewards
- Minor performance improvements
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« Reply #18 on: January 04, 2019, 07:56:47 PM »

Build v1.26 includes:
- Fixes & speed improvements for older devices
- Fixed incorrect targeting of hand cards
- Fixed Harpoon incorrect use
- Fixed cost of Decoy
- Fixed Soul Harvest incorrect use and effect
- Fixed Less is More
- Fixed Mace upgrade
- Fixed Mystical shield upgrade
- Fixed Harbinger's Call (will need to start a new hero)
- Fixed incorrect life stats appearing in Campaign mode
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« Reply #19 on: January 27, 2019, 03:18:25 AM »

Build v1.27 includes:
- Gauntlet boss Hydra weakened (Do I hear cheering?)
- Divine Wrath fixed
- Soul Harvest no longer circumvents Sword of Protection
- Harbinger's Call fixed
- Harpoon fixed
- Phoenix Fire saves
- Beserk Life fixed
- Flying Axe & Executioner fixed
- Strong brute fixed
- Flying knives saves
- Enduring Hammer reworked in Gauntlet
- Frost Breath fixed
- Knockout fixed
- Random Events not triggering in Gauntlet fixed
- Summoning Ease fixed
- Striking Blast fixed
- Faithful Steed targeting color green
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