Tuning down the difficulty

IsochronalGames | Moment to Moment |

Deck Building Roguelike without Turns is playable on itch.io right now - place cards from your hand onto a timeline along with enemy actions for optimal timing to defend and attack as appropriate against attacks from their army or gaps in its defenses. All art is placeholder and the mechanics may change over time!

  • View media
Post news Report RSS Tuning down the difficulty

Every Friday we bring you an exciting update featuring new starting cards, an enhanced reward structure and brand new shops! Don't miss it - stay informed by following us online or socially on social media for weekly updates and shops!

As always, this update is now live and can be played freely New updates like this one will be arriving regularly so if you want to stay informed then follow me!

Balance and structure changes were implemented this week, predominantly focused on rewarding achievements!

-I recently replaced Grab with Bash, which offers small damage and stun effects. Partially due to feedback that grapple cards were less useful, which I experienced first-hand; and partly to provide another defense effect between full defense (Dodge) and partial reduction of damage (Defend). Stun works similarly: blocking effects but only against its target enemy.

Grapple cards have all been disabled; they will make a comeback in an upcoming update though!

-You will now fully heal after each fight instead of just after encounters, per feedback from my experience, which showed it to be near impossible without it. There remains some fine tuning that needs doing and I expect more testing before the next update arrives.

After every fight, you now get to select from one of two random deck upgrade options as well as receiving your card reward.

One factor I've been considering as part of achieving balance has been the role randomness plays in deckbuilder roguelites; almost all have multiple layers of randomness built-in.

Card Draw: the keystone of Card Games

Card selection is another key aspect. Though you cannot ensure access to any particular card, increasing the frequency with which cards are chosen in an attempt to increase chances of finding something useful may help - although unfortunately not in this game - every run will reveal equal numbers of cards.

Third and newly added to this update of this game are upgrades you will see during each run. Previously, every run started off with equal funds available to use at equal upgrade prices; you could therefore always select upgrades with similar patterns of removals; but thanks to randomizing every fight results this no longer holds true - theoretically there could even be runs with zero card removals!

Should it be? Do we prefer more under player control or randomness for these factors? Personally I tend to favor player controlled games; time will only tell!

Thank you to everyone who gave feedback on difficulty and other matters! It means a great deal to me as I strive to create the best game possible - critical feedback plays an integral part in that effort so don't be shy if anything comes to your mind - feel free to comment with any thoughts you might have!

As part of its current development - New shop and upgrade options will soon be implemented, some familiar, while some with entirely novel mechanics! I have noticed some lag on the web version that needs further examination;

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: