This looks great, I'd love to see more of this game in the future! There was one thing you could've done to save yourself from that final fight, that being accepting even a single poison essence (making you able to cast the spell that reduces the poison you have on you, which ironically seemed like a spell you were avoiding like the plague). Outside of that, it seems that you had been set up for failure, especially since poison wasn't really an active threat before you got to the caves.
Hey you uploaded a video of a one the games I really liked for my birthday, woke up and started watching right after, even if unintentional thank you 😁🎂
Cheers for video, not seen this game before. Deffo gonna be a game to watch and enjoy! I guess reagents for remove poison and the recipe would have been a major help in that last fight. Think it removed 12 poison
Wow. That first fight in the second act felt like a huge knowledge check by the devs which isn’t a bad thing necessarily. I think they should give you one of those poison reagents by base because it seems like it’s actually extremely relevant. Learning the anti poison recipe was basically required for that plant guy, but you didn’t really have a reason to take it prior. I felt like you were *probably* going to run into trouble when you passed all those reagents up, but there was no way to know for sure ahead of time. The game was dropping subtle hints, but that doesn’t mean a player is going to for sure pick up on those- hence why I think the game should start you out with one of those poison reagents by default to REALLY say, “Don’t skip this. You’ll need it. Trust me.”
@@dragonlee420 Yes, but, a lot of times with these games, they give you more explicit hints. Like the first boss in the game is the first time you’re going to encounter the Beetle mechanic, and it’s extremely punishing if you go into the fight without having gotten close to learning the recipes for it. They should either gradually acclimate you to the concept or give you some knowledge about it. Maybe the shopkeeper says something along the lines of, “You know, I hear there is a vast landscape across a bridge somewhere. It’s guarded by a monster who likes to use bugs. (Or something). Not sure why anybody would risk their lives though. The land across is only filled with poisonous plants. You’d have to be a fool to go there without some kind of antidote.” Or alternatively if you’re more keen on the gradual approach: act 1 enemies should throw some beetles into your deck in a fashion that won’t outright kill you, but will show you why these beetle recipes are relevant. Same thing with poison. The first time Reto encountered a poison dude, the fight played out in a way where he could have avoided the poison by blocking it. Don’t let the player think that they can block it all. There needs to be an enemy who is guaranteed to apply a little bit of poison to you somehow so you don’t get it in your mind that blocking will solve your problems.
@@hctaz there were enemies with poison before that and he had many opportunities to take the poison reagents, he just chose not to. I don't know many roguelites that hold your hand the way you are talking.
One question if you wanted to create new potions acid cloud was almost done and all the components were listed on the side of the recipe.... not sure if you were aware of it or not?
I've played a lot of the demo of this game. To the point where I almost unlocked everything available. The core gameplay is so good, but it needs some serious balancing tweaks. The difference between the map 1 enemies and map 2 enemies and map 3 enemies are way too drastic.
I like the idea of this game but I feel like the UI is really lame. They could have made it really exciting to mix things together but they're represented with these tiny little icons and the process doesn't have expecially exciting outcomes or even altogether clear feedback on what's happening. It's like you're doing this tiny thing on the left side of the screen, and then something just happens but it feels very detached from what you did. In Deckbuilding games, they don't have super extravegant animations either but they tie the action and the strategy together directly by having you apply the cards to the enemies, and the cards are large with cool artwork and sensible animations (like a slashing effect for damage).
This looks great, I'd love to see more of this game in the future! There was one thing you could've done to save yourself from that final fight, that being accepting even a single poison essence (making you able to cast the spell that reduces the poison you have on you, which ironically seemed like a spell you were avoiding like the plague). Outside of that, it seems that you had been set up for failure, especially since poison wasn't really an active threat before you got to the caves.
Yeah, when a normal fight in zone 2 is harder than the last zone's boss, there's something not quite well-balanced there.
Hey you uploaded a video of a one the games I really liked for my birthday, woke up and started watching right after, even if unintentional thank you 😁🎂
This looks really cool, I would love to see a series
I like the idea of at the end of the run being able to assign your metaprogression points towards different areas, but it has to be right then.
Just got internet and saw the notification always hyped for your videos reto
I was just browsing and randomly found this up, intrigued I came here
This is really cool. I’d love to see some more
I love this game I would love to see more
Cheers for video, not seen this game before. Deffo gonna be a game to watch and enjoy! I guess reagents for remove poison and the recipe would have been a major help in that last fight. Think it removed 12 poison
It does look like this has some good promise in the future. I've added it to my wishlist for now. :)
Wow. That first fight in the second act felt like a huge knowledge check by the devs which isn’t a bad thing necessarily.
I think they should give you one of those poison reagents by base because it seems like it’s actually extremely relevant. Learning the anti poison recipe was basically required for that plant guy, but you didn’t really have a reason to take it prior.
I felt like you were *probably* going to run into trouble when you passed all those reagents up, but there was no way to know for sure ahead of time.
The game was dropping subtle hints, but that doesn’t mean a player is going to for sure pick up on those- hence why I think the game should start you out with one of those poison reagents by default to REALLY say, “Don’t skip this. You’ll need it. Trust me.”
But that's roguelites for you. You're supposed to learn from each run and level up your knowledge.
@@dragonlee420
Yes, but, a lot of times with these games, they give you more explicit hints.
Like the first boss in the game is the first time you’re going to encounter the Beetle mechanic, and it’s extremely punishing if you go into the fight without having gotten close to learning the recipes for it.
They should either gradually acclimate you to the concept or give you some knowledge about it.
Maybe the shopkeeper says something along the lines of, “You know, I hear there is a vast landscape across a bridge somewhere. It’s guarded by a monster who likes to use bugs. (Or something). Not sure why anybody would risk their lives though. The land across is only filled with poisonous plants. You’d have to be a fool to go there without some kind of antidote.”
Or alternatively if you’re more keen on the gradual approach: act 1 enemies should throw some beetles into your deck in a fashion that won’t outright kill you, but will show you why these beetle recipes are relevant.
Same thing with poison. The first time Reto encountered a poison dude, the fight played out in a way where he could have avoided the poison by blocking it. Don’t let the player think that they can block it all. There needs to be an enemy who is guaranteed to apply a little bit of poison to you somehow so you don’t get it in your mind that blocking will solve your problems.
@@hctaz there were enemies with poison before that and he had many opportunities to take the poison reagents, he just chose not to. I don't know many roguelites that hold your hand the way you are talking.
One question if you wanted to create new potions acid cloud was almost done and all the components were listed on the side of the recipe.... not sure if you were aware of it or not?
It would be fun to see a video on the new Legends of Runeterra lab options (co-op mode, ultra-rapid mode).
Fun game. This is my vote that you keep playing it.
Interesting way of assinging meta points.
I've played a lot of the demo of this game. To the point where I almost unlocked everything available. The core gameplay is so good, but it needs some serious balancing tweaks. The difference between the map 1 enemies and map 2 enemies and map 3 enemies are way too drastic.
Miniseries? Pls? Reto?
More!
Also comment
I like the idea of this game but I feel like the UI is really lame. They could have made it really exciting to mix things together but they're represented with these tiny little icons and the process doesn't have expecially exciting outcomes or even altogether clear feedback on what's happening. It's like you're doing this tiny thing on the left side of the screen, and then something just happens but it feels very detached from what you did. In Deckbuilding games, they don't have super extravegant animations either but they tie the action and the strategy together directly by having you apply the cards to the enemies, and the cards are large with cool artwork and sensible animations (like a slashing effect for damage).
Comment
Aww too bad it is turn based