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Dear friends,

We're presently working on making improvement to the base gameplay. If there's anything that you would like us to change/refine/fix about the combat system, please let us know in the comments below.

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Comments

Mikey V

A way to block poison and or gaining hit points

Shali Wolfy~

I've been thinking about something similar the last week or so. TL;DR: The thoughts I came to was it's probably best to only make minor tweaks or leave it as is. The thing is, I had ideas. And might be best to leave the fairly simplistic combat system as just that.

Yangzhoui

Also no priority but adding some combo cards would spice things up.

Paul

Would be nice if you could click attack cards twice in combat to Quick cast them (if ther is only one target) Same with shields

Thupppppppt

I think that you need to mixed it up from just "attack", "defend" and "heal". Make a bunch more cards that you can learn on quests like "slash", "thrust", or "stab" that all have different base damage. For defense have "perry", "short guard", or "fade". Have special cards like "repost" that up your defense but also deal damage to the enemy that first hits you.

Lucen Dacier

Put more decision-making into the process - cards that have a positive and a negative effect. And add some more randomization in - currently every round of combat there will be several defense and attack cards to choose from, and often just a few arrays of cards as your "hand."

Hydrnaros

Well it would be nice to not have to directly hover over the monster to attack it. Also we have a bow but we cannot attack with said bow. Poison as others have said is unblockable so a way to block that would be nice.

BeerOhClock

More cards is the main improvement I think. I really like the system, just needs more variety.

Keenir

seduce or some other nonviolent means of convincing Arachne to come with me - er, with the MC - to a life of peace (except for anyone involved in the kidnapping)

Muschi

Sometimes I wish we didn't have to select the hunter to apply block cards (who else would we target?), but I guess it allows us to switch cards if we misclick, so I understand that it might be intentional.

Grardvark

I see no problem with adding complexity to the combat system. Though perhaps it should be a difficulty toggle, like Normal/Advanced mode. Normal being simplified like the current system, Advanced having enemies with different attacks and more cards with positive/negative effects and such. I personally enjoy more challenging combat and strategy, but there should always be an option for those who are just in it for the plot.

LurkerBelow

I would consider borrowing some of Slay the Spire's ideas for skills and buffs/debuffs. That game has a lot of stuff, and a lot of people making mods for it too. Plenty of ideas to take from and adapt for your own use if you really want to amp up the combat.

Oecus

Will you guys be making a Discord?

RamLock

I'm happy the way things are, and I'm generally pretty tolerant of changes if they don't needlessly complicate things. I know that doesn't give any ideas of changes to make, but I figured I'd throw it out there, cause I can't be the only one that's happy the way things are.

qwep qwep

maybe adding attack cards that debuff enemies like they take more damage or deal less so there's more strategy. Maybe certain enemies also have a certain quirk or way of fighting so you have to prepare to fight certain monsters. An example is spiders could use a lot of poison so you would want to stock up on antidote potions or something. Preparing to for combat beforehand could also be something interesting to look into since it makes sense you would want to use the right tools for what you're hunting.

Plant The Great

Making it so that you could "Drag" the cards onto yourself or enemies would make combat much smoother, kinda like in Slay the Spire. Just a quality of life suggestion. Also maybe add some AOE attacks? We've also got a bow that we can't use in combat, maybe make cards for that

cusco-man

Maybe being able to combine different cards to do combos would be neat

Arv13

I'd like to see more variety in enemy attack patterns. They seem to have a cycle they repeat, and you can always see what they're going to do next

Dennis Möllers

I think the easiest way to improve gameplay currently, is to add more. Personally I'd love to see more dungeons, like the Arachne one, high risk high reward back-to-back fights with possible events/treasure rooms. The further you get, the harder the fights and the better the rewards, if you leave before finishing, you have to start over next time.

Mithrai

While adding more variety is sure a way to go, I would also like an option to re-draw my hand. Maybe a relic that gives you one chance to re-draw or just having that option in general. Having an enemy on low health and about to armor up but getting mostly defensive cards yourself is kinda meh...or it could save you with a lucky heal card when the fight goes badly. A gamble mechanic for sure but that option sounds nice to me.

Benjamin

I think it could be cool to introduce card “types”, then have there be a combo interaction between them. As an example, a “feint” (a defensive card that raises dodge for one attack) followed by a “stab” could bypass defenses. And have different attack cards work better or worse against certain mobs. There could then be mini quests or purchasable cards to allow for “new” cards. So maybe the executioner teaches “Two Hand Slash” which has a higher chance to miss but does double damage. And maybe the Witch sells a “Poison” card. Finally, usable items could be a huge way to increase the variety in combat. Buffs, debuffs, etc.