Thanks heaps for picking up on our game at this early stage of development. Hope you'll be as enthusiastic about all the new stuff we plan to add into the game in the future!
From seeing this prototype it seems like there's a lot of ideas brewing; I heavily look forward to seeing how it progresses, while i'm not one to go for games at this early of a stage (development can take unexpected turns) I can see the spores of what could be a fantastic game. One thing, unsure if it is intentional or not, but it appears as though when rhaps was on the final stage his lock-flail [of doom] only dealt the damage to the first phase but not to the subsequent spawned phases. If this is an intentional design to sort of discourage heavy cheese like that totally understandable! Just curious how it generally plays out (or if it did deal damage to the subsequent phases and I just don't know).
the best part is that you can make a broken build for BOTH! you can use the out combat deck indefinitely with the right cards, and you can also deal far, FAR over 400 damage with the right deck and setup :)
I made an audible noise of excitement when I saw this video. Don’t have time to watch it now, but it’s going to be the perfect end to my day once I’m able to!
Played this a while back, glad to see the game has evolved. The oppressive atmosphere is palpable. I love the visual story telling. Finding the mushroom encrusted skeleton at the beginning shows what will happen if you fail, but your steadily growing fungal infection on your hand implies a worse fate if you survive. The inhabitants you fight were human, once.
2:50 All I'm saying is... It's good that flash has that picture, because I would think of something else. Though it would be funny if the picture would be a guy in a long coat and a fedora hat just flashing away from the card front XD
Loved the short demo when Reto played this years ago. Thank you very much for showing the updated version, it's great to see how far the game as come! And well done on breaking it in multiple ways!
Not going to comment on balance because yeah, prototype. The presentation is super cool and the mechanics are interesting, especially the out of combat deck. I'd like to see some more plates in the air managed by that deck, in addition to the currently present focus on healing and improving the in combat deck directly. Maybe something to do with managing torchlight as an example?
I love the style to this game, and the way you get to build two decks is a really neat idea. I like the way it adjusts a lot of things too, like thorns not dealing damage if you kill the enemy, which significantly impacts a lot of strategy and helps make fights a little faster.
Love your playstyle, narration and (dare I say) obscure yet atmospheric picks! Gloom is also a storytelling translucent card game where you have to kill off your family while being benevolent to others (seen on Tabletop) and Ivie Oddly did her shroom on shrooms look... How about Gloom on Shrooms? Wholesomely?;o)
Of course, you would pull off an infinite in your first episode! I was really excited to see this pop up in my feed after I saw a post about it in the indie dev subreddit.
Could be nice, looks somewhat fun, the feeling of the battles is kinda immersive but I don't know about when enemies get super big and you need to mouse up to see their intents and stuff. It's palpably inspired by slay the spire which is always a plus in my book. As it is I think it needs a bit more flavor and flair so that it's not _just_ a reskin of slay the spire with an out-of-battle deck (which in a way just functions like campsite items if you think about it). Anyway, visuals are nice, design is cool and fun, I hope the creators get a flash of inspiration to make it truly unique-- no idea what that would be but I'll await hopeful :D
18:50 this is probably unintended behavior, when you used the lock flail it stacked pissed off for every hit in real time, not just once for the whole attack. So the first enemy took 5 but the second enemy took 7, third took 9, fourth took 11, and then the second hit on each enemy continued the stacking doing 13, 15, 17, 19. So not only did the lock flail do INSANE damage it probably isn’t meant to be doing but you’d have also had a bunch of extra stacks of pissed off for any other cards you played that turn if it hadn’t instantly ended the fight.
Just when you think every rougelike deckbilder variant has been discovered, the bring out another interesting variant. Did I spell roguelike wrong on purpose? You tell me.
I feel like I've seen this one before, a while ago, but the last iteration was less interesting than this one. If I am remembering things correctly, then I'm glad to see it's come so far.
@@RhapsodyPlays That could be it. I only vaguely remember it, but my main impression at the time was frustration and a bit too much attrition in the non-combat portion, neither of which seem to be an issue here. While there are definitely some balance issues that need to be worked out, I think they have a really solid foundation and I'm looking forward to seeing where they take things. Either way, thanks for sharing this game.
Thanks heaps for picking up on our game at this early stage of development.
Hope you'll be as enthusiastic about all the new stuff we plan to add into the game in the future!
From seeing this prototype it seems like there's a lot of ideas brewing; I heavily look forward to seeing how it progresses, while i'm not one to go for games at this early of a stage (development can take unexpected turns) I can see the spores of what could be a fantastic game.
One thing, unsure if it is intentional or not, but it appears as though when rhaps was on the final stage his lock-flail [of doom] only dealt the damage to the first phase but not to the subsequent spawned phases. If this is an intentional design to sort of discourage heavy cheese like that totally understandable! Just curious how it generally plays out (or if it did deal damage to the subsequent phases and I just don't know).
A roguelike deckbuilder?! In my Rhapsody? Its more likely than you think
I think it's a really cool design with the interplay between the in and out of combat decks. Definitely worth keeping an eye on.
the best part is that you can make a broken build for BOTH!
you can use the out combat deck indefinitely with the right cards, and you can also deal far, FAR over 400 damage with the right deck and setup :)
I made an audible noise of excitement when I saw this video. Don’t have time to watch it now, but it’s going to be the perfect end to my day once I’m able to!
Although it was bugged, of course you found an infinite. Looks fun!
That atmosphere is just wonderful.
Always so good to have another Rhaps video
Played this a while back, glad to see the game has evolved. The oppressive atmosphere is palpable. I love the visual story telling. Finding the mushroom encrusted skeleton at the beginning shows what will happen if you fail, but your steadily growing fungal infection on your hand implies a worse fate if you survive. The inhabitants you fight were human, once.
Ah yes. Another Roguelike Deckbuilder, from Roguelike Deckbuilderman.
2:50 All I'm saying is... It's good that flash has that picture, because I would think of something else. Though it would be funny if the picture would be a guy in a long coat and a fedora hat just flashing away from the card front XD
Loved the short demo when Reto played this years ago.
Thank you very much for showing the updated version, it's great to see how far the game as come!
And well done on breaking it in multiple ways!
Not going to comment on balance because yeah, prototype. The presentation is super cool and the mechanics are interesting, especially the out of combat deck. I'd like to see some more plates in the air managed by that deck, in addition to the currently present focus on healing and improving the in combat deck directly. Maybe something to do with managing torchlight as an example?
this looks sick
I love the style to this game, and the way you get to build two decks is a really neat idea. I like the way it adjusts a lot of things too, like thorns not dealing damage if you kill the enemy, which significantly impacts a lot of strategy and helps make fights a little faster.
looks awesome
This game looks so fun. Very atmospheric too.
oh this is slick as hell, really digging the style
Love your playstyle, narration and (dare I say) obscure yet atmospheric picks! Gloom is also a storytelling translucent card game where you have to kill off your family while being benevolent to others (seen on Tabletop) and Ivie Oddly did her shroom on shrooms look... How about Gloom on Shrooms? Wholesomely?;o)
This is such an interesting game. I'm definitely excited to see the game more flushed out.
Of course, you would pull off an infinite in your first episode! I was really excited to see this pop up in my feed after I saw a post about it in the indie dev subreddit.
Oh boy another rogue like deck builder for the rogue like deck daddy.
Could be nice, looks somewhat fun, the feeling of the battles is kinda immersive but I don't know about when enemies get super big and you need to mouse up to see their intents and stuff. It's palpably inspired by slay the spire which is always a plus in my book. As it is I think it needs a bit more flavor and flair so that it's not _just_ a reskin of slay the spire with an out-of-battle deck (which in a way just functions like campsite items if you think about it).
Anyway, visuals are nice, design is cool and fun, I hope the creators get a flash of inspiration to make it truly unique-- no idea what that would be but I'll await hopeful :D
That fake 3d is very special. I have not seen that before and I like it. It's got potential.
18:50 this is probably unintended behavior, when you used the lock flail it stacked pissed off for every hit in real time, not just once for the whole attack. So the first enemy took 5 but the second enemy took 7, third took 9, fourth took 11, and then the second hit on each enemy continued the stacking doing 13, 15, 17, 19. So not only did the lock flail do INSANE damage it probably isn’t meant to be doing but you’d have also had a bunch of extra stacks of pissed off for any other cards you played that turn if it hadn’t instantly ended the fight.
I get the feeling that lock mace is getting adjusted next time to not be able to take that fatal thing
This looks so gorgeous and delightful. Feels a little unbalanced, but hey prototype.
That lockflail... THAT lockflail... THAT LOCKFLAIL! XD
whoahhhhhhhh this is a DELIGHT
I wonder of that Unholy Soup with 666 uses is persistent through future playthroughs and would have an unlock upon sipping the soup 666 times.
The last boss is unbeatable.
Another one? So soon? Damn I had to work today. Guess I'll work tomorrow instead.
Fly kick is so OP it removes Evolution, so you can one phase the final boss.
Just when you think every rougelike deckbilder variant has been discovered, the bring out another interesting variant. Did I spell roguelike wrong on purpose? You tell me.
Although this game still needs quite a lot of balancing, it has a very interesting concept
first run. total annihilaton. infinite. calm down rhaps. :D
Hey Rhaps is there a chance of you covering Diceomancer?
I feel like I've seen this one before, a while ago, but the last iteration was less interesting than this one. If I am remembering things correctly, then I'm glad to see it's come so far.
There was a game jam version a couple years ago as I understand it.
@@RhapsodyPlays That could be it. I only vaguely remember it, but my main impression at the time was frustration and a bit too much attrition in the non-combat portion, neither of which seem to be an issue here.
While there are definitely some balance issues that need to be worked out, I think they have a really solid foundation and I'm looking forward to seeing where they take things. Either way, thanks for sharing this game.
Is Rhapsody coming back any time soon?
You alive?
According to his twitch yes
???you Tryna copy me?