Posted October 26, 2018
Card games aren't really my thing, but Slay the Spire and now this are some of the first games to actually interest me.
Saw Jesse Cox playing it on his youtube channel, and that almost sold me on it, absolutely love the artstyle, the narration, dialogue, writing, exploration, all the RPG stuff, and I can see that tactical deck management stuff being interesting and engaging on a strategical level.
But, I was a bit let down by how the actual card playing has very rarely any punchy effects when you or the opponent play something, instead it's mainly abstract number comparison.
Turn based games like Xcom or Darkest Dungeon showed me that you can still have a really satisfying 2 second quick simply animated oomph in your actions, to give you immediate satisfying feedback, and I believe with a little added visual flare you could improve massively the cardplay to feel more involved.
Like the end of a turn shouldn't just be a "right, you got the highest number, you won, now lets neatly, quitely clean the table and start over the next round", no, it should have some kind of quick non-intrusive punch to it to visually in 2 seconds play out some simple animation of either sides victory, and I'm not even talking about complicated character model animations, more like particle effects, like archers or other long ranged units on the field will send simple curving sharp arrow-like effects to immediately signal their impact on the battlefield, and stabbing movements signalled by simple white lines from close ranged units, all done fast, with moderate flare, nothing too minimalistic or baroque in their execution.
Saw Jesse Cox playing it on his youtube channel, and that almost sold me on it, absolutely love the artstyle, the narration, dialogue, writing, exploration, all the RPG stuff, and I can see that tactical deck management stuff being interesting and engaging on a strategical level.
But, I was a bit let down by how the actual card playing has very rarely any punchy effects when you or the opponent play something, instead it's mainly abstract number comparison.
Turn based games like Xcom or Darkest Dungeon showed me that you can still have a really satisfying 2 second quick simply animated oomph in your actions, to give you immediate satisfying feedback, and I believe with a little added visual flare you could improve massively the cardplay to feel more involved.
Like the end of a turn shouldn't just be a "right, you got the highest number, you won, now lets neatly, quitely clean the table and start over the next round", no, it should have some kind of quick non-intrusive punch to it to visually in 2 seconds play out some simple animation of either sides victory, and I'm not even talking about complicated character model animations, more like particle effects, like archers or other long ranged units on the field will send simple curving sharp arrow-like effects to immediately signal their impact on the battlefield, and stabbing movements signalled by simple white lines from close ranged units, all done fast, with moderate flare, nothing too minimalistic or baroque in their execution.