

I'll take this chance to give you more feedback. I get to build new decks every 2~3 runs and it's very interesting. I think it's very positive that you can filter cards you may get. It's really frustrating when you play a deck build game and spend like 30~40 minutes on a run, wanting to build a certain kind of build and never get those cards. I like that you can build a base deck made of simple/basic cards, and choose what cards you can get during the run. Цитата допису Baronnerie Games:What are your thoughts on the game's metaprogression, in particular the deckbuilding that's fully customizable before a run? Surely a developer clever enough to create such satisfying mechanics can also create a sales pitch that stands out from the crowd. I am trying to both be encouraging to the developer (I really like what I see!) while suggesting what Early Access time needs to work on for eventual financial success. It is like a husband who does most of the housework: a nice perk if he already meets your standards for attractiveness, age, height, wealth, and personality, but no one marries Dilbert just because he is useful.įorgive me if I am wrong and merely have not played enough to see what this game is really about. It is "win more" for existing customers, not a sales pitch. Huzzah! But that is icing on the cake, not a reason to find the game addictive. Vault of the Void requires intense planning before starting a run. So far the "elephant in the room" is whether these clever innovations will make a worthwhile game, or are simply nifty ideas that deserve to be used in a deck building game but do not on their own merit yet another deck builder. Worth including even if implemented in the same way all deck builders use them. Naturally, there are the standard boring debuffs Critical/Ambushed (increased critical hit chance) Vulnerable (more damage taken), and Weak (less damage dealt). Frostbite (frost), Overcharged (shock), Leech (lifesteal). Most debuffs cause a fixed effect, irregardless of stack count: Burn (damage). Most debuffs (like Bleed) remove 1 stack each turn. (There are buffs named Mighty and Powerful that similarly differ by if they decrease.) Curse is "super poison" and doesn't decrease. Poison causes damage per stack and then stacks decrease. A clever twist on this debuff! Arcane Leak similarly fills arcane points per card played. (All three types can be applied directly, as DoTs, or as "thorns".)īleed causes damage at the end of turn proportional to number of cards played. When filled Arcane will explode causing damage and buff removal, Frost will cause a lost turn, and Shock will cause the next incoming damage amount to double. There are three (?) bars that can fill up with debuff points.


I am playing on Android, and an early very positive impression is based on the way debuffs are more distinct and interesting than in many deck building games.
