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Dear friends,

In Version 0.8, we want to continue making adjustments and improvements to the combat system. We’d like to ask you for your opinions: what, specifically, do you think should be improved/changed/added/removed? Please write out your ideas in the comment section - we’ll carefully consider each one. 

Thank you!

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Comments

Belial

Было бы круто иметь возможность парирования и переката)

Tison Valane

i think it would be interesting if you were able to create it so the decks could be customizable. Similar to a deck builder you would be able to select which cards would be active. For instance the wound healing card could be deactivated so you would draw more attack/defense cards. Or you could choose to limit how many attack and defense cards are in the deck.

EliteK

I honestly think the combat has a lot of potential. More skill cards and the potential to get them as rewards from battles like in persona 4 and 3 would be great. It would be cool if there were special enemies later in the game that you could only encounter them by chance. These special enemie encounters would be of a higher diffulty but would obviously deal greater rewards. More equipment upgrades. Quests or mini bosses that let you revisit older dungeons like the spider lady's cave.

America

Make it faster-paced in terms of play-to-strike functionality so when we play a card the time to play another one is reduced significantly. In battles where we are obviously going to devastate the enemy, like a later-game character and a basic wolf or boar enemy, let us drop 5% health and instantly win it so we can complete farming tasks faster. Maybe give one free reshuffle of a hand per combat or per day to help us win medium difficulty combat scenarios faster. When there is no chance we can lose, but we still have to spend an entire round only blocking, it would be nice to choose to attack instead.

Robert Xavier

I'd like to have the ability to change what cards are in my active deck. After upgrading my armor, defense cards start getting in my way, especially against weaker targets. Against bosses I'd probably add some back in, but when one defense card could block any attack completely, drawing 5 non-attack cards in a turn is beyond overkill.

Gilrornomma

I like it personally, it's very slay the spire esque. I just want more variety to the cards I can use.

Craig Meltzer

Its pretty good for turn based combat. There's not enough cards for the deck. There should be more variety. Even if its just a slightly different damage attack.

Nimz

If would be nice if I didn't have to press the end turn button after having expended my 3 action points and having nothing else to do. It's very minor but I think it would help the combat flow a little better.

Sean Beam

The others summed up anything I would change. The only thing they didn't touch on was making it a bit prettier, maybe some small animations.

WierdieBeard

What about something like a power attack that increases damage but reduces defence so we can kill low level enemies quicker.

Orireth

I like the combat, the only changes i would suggest is maybe different attacks or just more cards in general, and enemies changing it up slightly, i feel you sort of get into a rhythm too often because they attack in the same order. Also if you run out of action points i feel that it should just end turn automatically

Thupppppppt

More cards, perhaps even more weapons

Plastic

Maybe make it so not all sword cards have the same damage value, like instead of them all be 3 have them between 2 and 4 that way you have to think more carefully about what ones you use each turn rather than just swapping between attacking one turn and guarding the next

Tom G

The combat has quite a good basic setup - use cards as tactics. What it misses, are different cards and tactics to use. Having only 2 options (3 after a sub-quest) is just not a lot to keep it interesting. I'd add more options, for the hunter like - 1) poisoning the enemy (what the enemy does), 2) dodge (rare - completely dodge the next attack), 3) bleeding enemies (could be a tactic to stack bleeding up and defend), 4) maybe "wind-up" (= next turn's attacks are 2x as powerful), 5) "balanced swordsmanship" (adds a bit of defense and a small attack at the same time), 6) riposte (defends, but if attacked next turn, does an auto-attack). Secondly - fight 2-3 enemies more often, it is more tactical and more fun. (maybe have fights like 1 strong enemy or 2-3 weaker enemies).

Laserfirelife

Maybe allow players to keep points to the next turn if it doesn't seem too broken. Everyone else says to add more variety to the abilities/cards, so maybe it could be possible to skip your turn to block a whole turn's worth of damage rather than only being able to block a measly amount per card. You could make it a points for abilities mechanic, where you need to save a certain amount of points to use your abilities, like energy in Pokémon or mana in Magic and Hearthstone.

TheStankyDM

The base system is very good, just add different cards other than the base attack and block

Catlady972

not have to press end turn when done. If I run out of points, I am done

Director

It's a good base, extra cards, (from quest rewards or stores), and maybe an auto target when there is only one target to attack / heal, and an auto turn end when the player hits 0 resources.

Valaska

Honestly I think you have the works of something great, cool stuff! Only thing I would honestly suggest are some fancy attack animations and make it look flashy. Keep's the users attention etc, something we are struggling to accomplish over here ourselves. It can be all the difference for a game's combat system tbh. Fancy animations and such.

BeerOhClock

More cards would be great, either through quests, purchased from vendors or given as part of equipment. I also always assumed you could get combat companions, perhaps girls whom you've completed quest chains with? Would be another great way of adding some new cards to the mix.

Reap

I think getting some good attack animations is a big part of improving the combat system. Also adding effects to items; such as 'resistance to poison' or 'apply bleed' would be a cool way to make items more in-depth. If you didn't want items to have a constant effect, you could make it so items add cards into the deck. So the example again could be 'Gloves of Poison Resistance ' add 5 'defence/poison resistance'' cards to the deck. Or a 'Vorpal Longsword' could add 5 'Bleed Attack' cards to the deck. Doing a great job keep it up :)

mark bennett

I think like a lot of people have already said, more cards would be nice, we have the bow and the upgraded bow, but no use for it currently, so it would be nice to have an attack for the bow at least that as a second attack option. And perhaps the ability to either learn different magic spells from different magic using characters, if the character is going to get magic in the future that is? Or if not learn magic, just having magic scrolls or items?

Илья Сысоев

Хотелось бы большей вариативности) В целом, не хватает просто количества карт, механик и возможности настраивать деку. 2-3 неких "класса" (что-то вроде того, что было в ведьмаке - у нас герой в независимости от билда был ведьмаком, но при этом мог специализироваться в той или иной ведьмачьей школе) уже бы неплохо внесли разнообразия в игровой процесс. Подтолкнуть игроков выбирать те или иные карты можно путем выбора в начале игры некого архетипа, который бы давал бонусы картам с каким-то типам или механикой. Очень советую поиграть в Slay the Spire, считаю эту игру идеалом сингплеерной карточной игры.

Muschi

I’d like to have all the cards as a collection, and to be able to fine-tune my deck using it, like a TCG. Maybe with a minimum and maximum deck size, so the optimal deck isn’t just four swords plus meditation, but I don’t know too much about balancing. For one, however, I wouldn’t tie the meditation card to wearing the brooch: in my opinion, you should receive the meditation card along with the brooch, but you should be able to add or remove it from your deck regardless of what you’re equipping on your character. Maybe add some way of protecting yourself against or curing poison and other non-physical attacks as well, instead of just having to heal it back up afterwards.

Boogiewoogz

1. I noticed there is a bow in the character inventory, during combat there should be a card to be able to draw this bow and use it ... 2. a card that lets you stagger your opponent ... 3. I'm not sure if there is a "re-shuffle" for the cards given each turn but to be able to re-shuffle cards would be pretty cool, for when you're given only shields and can't attack or when given all swords and can't defend.

RamLock

Along the lines of the meditation broach, perhaps a dual-wield card granted by a quest object for when facing multiple opponents that will split your attack with an added point cost and a total damage allowed of perhaps 20% overall (120% divided between all opponents)

Truman Woody

Like boogiewoogz said there is a bow equiped to the character but we never use it. I think putting in cards for it would help some and the part about staggering the emeny is another fact that could be useful. What about adding new party members along with the main hunter?

Matthew Troup

“Class” options warrior roughs archer, rouge having an invis card next attack crits, archer uses bow and dmg bonus to animals. Cards you can earn from each character, in exchange for mats, from hunting. Witch poly morph potion blacksmill whetstone. Bar, strong ale etc.