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Helix Mantis

2
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1
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A member registered Oct 25, 2017

Recent community posts

Hi Inkxi,  noticed you post here a lot, ill have a read when I get a moment. Glad to see were on the same page.

When you say pillaging a town, is that an option when entering (i think i recall something like that vaguely) or an option you have every time? I don't think I've seen it if so, I may just be being an idiot. It's not that I run out of hope, it's just the most scare compared,and a couple of runs were a bit harder as a result. Ran out once, but right next to a town and that sorted me right out, I had been out looting for a while so its my fault.

As for the wound system, you mean a card essentially has 2 hp, one as a buffer and then next time it dies? Or just if it dies, that it? Not sure how I feel about that, if as I said, if enemies didn't spam spells all the time It wouldn't be quite as bad, or if there were more ways to protect weaker guys, like a taunt for spells. Just spitballing here really, I know there has to be some threat, but I get attached to my followers, I'd hate to have to not use some as often for fear of death. Unless, rarer followers were maybe a touch more common. Maybe lives could be a difficulty option? I'd be happy to try harder games with 1 life, a hardcore mode as it were, but it would be nice to have that choice.

Can't wait for the next version at any rate!

Nowhere Prophet community · Created a new topic Feedback

So a little feedback on the game so far:

Quite frankly, I can't enough. I wish the game didn't end where it does currently so I could make my mind up about resources, and units quantities. Currently, after 8 runs (all "victories" as far as we can go) I'm still unsure what to make of the supply system, most of the time I end up with 200+ batteries by the end, and not much to buy, i always buy every unit I can, as it makes sense to, every hope resource and any equipment I want. Generally, the only supply I have issue with is hope. That really depends on shop listings, but given that I often travel to every location with little effort that isn't an issue most of the time. Not had a unit "die" to date. I'd like to see that as an actual threat, but again, not enough maps to test that.

As far as units go, there are a few I always put in decks, anything that spawns an additional unit, anything with stealth, SNIPER. I cannot stress how much I love the concept of sniper units, even if they are a tad weak, they are so helpful. Buffs. Not the +1 attack guy, he usually has little efficiency given how quick the enemy kills units (thats a bit of a bugbear, Id like to see less spells and more units from enemies, and not just zero or 1 mana units). Taunt is interesting, but certainly not useful at the moment, given the damage spam most enemies bring. Why waste mana on a taunt to protect a unit when its going to be killed anyway? Just play 2 threats instead. I don't like how the threshold for enemy fleeing seems random, sometimes I hit them once and they leg it, sometimes not at all. I can't see a difference either, so I usually let them go. If there were a larger reward for finishing them , i would. If there already is, it isn't noticeable right now.

I'd like to see more customization for the commander deck, mostly in the form of being able to remove cards.  Streamlining is critical in games like this, yes I know we can swap a card every turn, and this is a huge boost to efficiency, but I don't want so many of the early cards, I'd consider perhaps just a menu that allows you to add/remove leader cards. For example, there are equipment cards I like to use, just don't like the additional cards that come with it. Or I want 1 but not the other. Pulling these "chaff" cards means I have to waste my redraw on them, instead of trying for a mana efficient card or critical spell. I understand there must be negatives and struggle, but these should be against the enemy, not my deck.

I like the rest mechanic, but I feel that, within the game we have currently, its too easy to heal units and prevent deaths, there isn't ever any real threat. I think 3 lives is fairer than 4, that way, there is at least the possibility of a bad run without much resting, and actually losing units.

I would like a bit of choice in some of the events, or at least some more information. "you lost x followers" is my biggest concern, I'd like to choose when i send a unit to its death, or scout, or whatever the encounter flavour is. At the very least, tell me which unit was killed or deserted, or whatever, instead of me having to search and see if I lost a critical unit.

I realise I made a lot of negative points, but I made them out of a genuine concern for this game. It has all the makings of honestly, one of my favourite games full stop. An FTL like game with cards, encounters, deckbuilding, interesting locales and people, its amazing. I mean no disrespect when I mention the flaws, its just my criticisms as I want to see this game shine, I believe it could be the next FTL easily, and look how acclaimed that was. I think you have the makings of a legendary game, I want to help shape that.

It's late now and I know I have more to say, but I'll leave it at that for the moment, and would love to hear your opinion on my opinions. I think from what I've seen of your enthusiasm and willingness to communicate with the players you can make something truly magical, it's rare to see a developer who I feel really has a passion for the product they made, this is your child, I want to help it take its first steps. Keep up the fantastic work.