Hey! Thank you so much for taking the time to play our game! We have noted all the balance changes and your feedback and will make sure to update some stuff in our next build! Also- you do actually keep your cards at the end of turn, I believe you were against an enemy who made you discard a card, however.
Yeah I found his discard at end of turn odd. But players do funny things. Could be helpful to note the max hand size (if there is any) in the same tutorial slide.
Metaprogression that reduces difficulty also reduces satisfaction gained from victory - unless the gameplay loop is very short already. In a game like this, the metaprogression needs to target build diversity (which actually increases difficulty by making synergistic combos more difficult to assemble). Slay the Spire did this magnificently by drip feeding automatic class unlocks for the class you play until the entire card pool is made available. Victory is rewarded with Ascencion levels that increase difficulty in a predictable way that the player can expect and plan around. The reward of playing the game is an increase in the potential application of knowledge gained through play. As a player who prefers roguelikes (that become easier as skill increases) to roguelites (that become easier as in-game time or currency increases), I avoid roguelites because they do not reward exploration.
yeah that effect is briefly visible at 42:29. i think keeping cards is a really interesting mechanic in combination with the limited draw and the spirit for scrapping. unfortunate that reto missed that, tho. perhaps worth highlighting in the tutorial? also intrigued by the fact that you can sacrifice perfect construction for moonees by selling a summon every time you're offered a new one. mild incentive for more chaos seems nice
The boss (or mini boss I can't remember) that was summoning a bunch kept getting rage from one of the summons. It makes sense that it's hitting hard but still, it's too much damage that's all being focused on one character. Edit: Flower be broken
Seems like there needs to be some intense balance changes. Or drawing 5 cards not 3. Decrease the price of some of those minions you summon or something. It scaled way too fast way too quickly type thing.
O this is definitely a series so fun to watch plus I really want to see you beat it! But for a good run it willlllll have to be over an hour to optimize so maybe a once a week?
I was so surprised, I thought you uploaded just one more Wildfrost! 😂 (I'm just left with the ultimate challenge video for Wildfrost) That said, that title makes me chuckle
Yeah.... there needs to be some balance changes ASAP! If RETO is struggling then 95% of us are NOT going to have a good time! I really wish there was ways to upgrade ur minions also. A lot of the minions seem either good but cost WAY to much to summon, or are weak with weak sauce abilities!
Huh, a creature summoning game with cards? Called WildFront? Seems too similar to WildFrost for me. Not in terms of "ooh this is a rip-off" (it's not), but in terms of: can I look at the steam page and not accidently think it's a different more popular game. I would advice the dev to change the name (or put a secondary title in) to differentiate it a bit from a more well-known other game. Or not, their decision
Two words? I am confused lol, it is _one letter_ away from WildFrost lol. To the point where I mistyped it _4_ times over the course of uploading the video.
Hey! Thank you so much for taking the time to play our game!
We have noted all the balance changes and your feedback and will make sure to update some stuff in our next build!
Also- you do actually keep your cards at the end of turn, I believe you were against an enemy who made you discard a card, however.
Yeah I found his discard at end of turn odd. But players do funny things. Could be helpful to note the max hand size (if there is any) in the same tutorial slide.
Metaprogression that reduces difficulty also reduces satisfaction gained from victory - unless the gameplay loop is very short already. In a game like this, the metaprogression needs to target build diversity (which actually increases difficulty by making synergistic combos more difficult to assemble). Slay the Spire did this magnificently by drip feeding automatic class unlocks for the class you play until the entire card pool is made available. Victory is rewarded with Ascencion levels that increase difficulty in a predictable way that the player can expect and plan around. The reward of playing the game is an increase in the potential application of knowledge gained through play. As a player who prefers roguelikes (that become easier as skill increases) to roguelites (that become easier as in-game time or currency increases), I avoid roguelites because they do not reward exploration.
yeah that effect is briefly visible at 42:29. i think keeping cards is a really interesting mechanic in combination with the limited draw and the spirit for scrapping. unfortunate that reto missed that, tho. perhaps worth highlighting in the tutorial?
also intrigued by the fact that you can sacrifice perfect construction for moonees by selling a summon every time you're offered a new one. mild incentive for more chaos seems nice
58:39 since you're ok with feedback, it's spelled rejuvenated, without an "i"
What is the Joker to Retromation’s Batman… Meta Progress
You wanna know how I got these +0.5 Damage Upgrades, Batman?
The boss (or mini boss I can't remember) that was summoning a bunch kept getting rage from one of the summons. It makes sense that it's hitting hard but still, it's too much damage that's all being focused on one character.
Edit: Flower be broken
Seems like there needs to be some intense balance changes. Or drawing 5 cards not 3. Decrease the price of some of those minions you summon or something. It scaled way too fast way too quickly type thing.
O this is definitely a series so fun to watch plus I really want to see you beat it! But for a good run it willlllll have to be over an hour to optimize so maybe a once a week?
I'm not a fan of when the mid-run currency is also the meta progression currency. Cuz basically that just means I'm not using the shop.
Do you ever play prototypes, i.e. where its development is at the stage of gameplay only ? If not, would you consider it ?
I was so surprised, I thought you uploaded just one more Wildfrost! 😂 (I'm just left with the ultimate challenge video for Wildfrost)
That said, that title makes me chuckle
Bread broken, amazing video
More Tiny Rogues When? :(
Yeah.... there needs to be some balance changes ASAP!
If RETO is struggling then 95% of us are NOT going to have a good time!
I really wish there was ways to upgrade ur minions also. A lot of the minions seem either good but cost WAY to much to summon, or are weak with weak sauce abilities!
Huh, a creature summoning game with cards? Called WildFront? Seems too similar to WildFrost for me.
Not in terms of "ooh this is a rip-off" (it's not), but in terms of: can I look at the steam page and not accidently think it's a different more popular game.
I would advice the dev to change the name (or put a secondary title in) to differentiate it a bit from a more well-known other game. Or not, their decision
Hm, two words away from Wildfrost.
And four words away from monster train
Two words? I am confused lol, it is _one letter_ away from WildFrost lol. To the point where I mistyped it _4_ times over the course of uploading the video.
Lol @@Retromation
@@TrulyBS-QJI imagine you slowly stepping away from the words on the screen like when the meaning of REDRUM was revealed