Feedback Response (v0.0.5)


Thank you to everyone who played the game and gave their feedback - it's much appreciated. I'm going to go through the feedback, talk about what went wrong, what went well and, my plans for the next version and beyond.

Bugs and Issues

Thankfully, there were no game-breaking bugs or major issues with the game. Some people mentioned that gaps would sometimes appear between the tiles of the game and I have noticed this in my own testing too. Unfortunately, it's not an easy fix as it mostly lies with the underlying maths of the game engine (I think). However, it's on my radar and further down the line I would like to get this cleared up. But, it's not an immediate priority.

What went wrong?

Sound was a major talking point in this category, namely:

  • Lack of volume slider(s),
  • When hitting multiple targets, sounds can stack up and get loud,
  • The grass walking sound,
  • We need more sound effects!

I would like to take this opportunity to say that most of the sounds are just placeholders and aren't representative of where I want the game to be. For example, the grass walking sound is actually the sound of something rubbing up against leather - so I'm not surprised I didn't get away with that. Volume sliders, resolution settings and other options will be coming in future - I would like the core experience to be tight first. I'll be considering all these issues before the next version (except maybe the volume slider).

In terms of gameplay issues, some people using controllers (or just left their mouse very still) didn't realise they had to aim to be able to use cards and some had trouble with wall sliding - I'll make this clearer! Also, some people believed the player's movement options to be too limited, calling for extra jumps, wall jumps and the like. However, despite not being included in this version, my vision is to have certain cards which enhance movement, so I will stand my ground on this issue for now (but I also believe the map is begging for some better wall jumping opportunities!).

Moving onto combat, some requested more transparency in regards to damage, knockback, etc., I hope to iron this out when an inventory system rolls around. Some mentioned the 'over-poweredness' or uselessness of certain cards, this wasn't the main focus of the version for me, but when the combat becomes more defined, I'll definitely keep this in mind. Finally, some felt restricted by the lack of movement when attacking, I have actually programmed it so I can change how attacks restrict movement, it just happens that all the cards in the shipped version had it turned on to some degree. When card variety increases, there will be cards for use on the go!

What went well?

The art was generally well received (I didn't draw it!) and the tutorial messages despite their shortcomings were generally liked. People seemed to enjoy the concept, which is the most important thing to me.

What's next?

My goals for the next version is to have a more dynamic, linear, thought-out tutorial level with an inventory system and some other cool stuff. What this version contained was merely the bare minimum of my concept for this game, I want to continue to shape it with my vision and your feedback into something great.

In terms of timing, I would like to have the next version out before the start of October. Failing this, it could be even later than Christmas depending on how much free time I have. 

Thanks!

Thank you again everyone, and I'll see you with version 0.0.6!


P.S. If I didn't directly respond to something you said on the feedback form, I definitely read it! Thank you for all your responses.

Files

(v0.0.5) Windows 14 MB
Aug 02, 2020
(v0.0.5) MacOS 16 MB
Aug 02, 2020
(v0.0.5) Linux 15 MB
Aug 02, 2020

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