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This thing rules

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I'm not a pro player of deck builder or turn-based games, but I simply LOVED this game. The art and the 3D battle animations turn it into a vibrant experience, you have the sensation to be playing something close to a real combat game (like the fight genre). Its makes me remember a game called The Legend of Legaia", wich have  a "turn combat" system with 3d animations that make it not a boring game. 

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Joguei por várias horas e fiquei surpreso com a quantidade de combinações e de como a gameplay é divertida. Gostaria muito que toda indústria brasileira fizesse jogos desse nivel.

Que alegria ler isso. Obrigado de verdade pelo carinho

Saber que você jogou por horas, descobriu várias combinações e ainda se divertiu com a gameplay deixa a gente com um sorrisão no rosto

E olha, se toda a indústria brasileira fizesse jogos desse nível, a gente ia jogar tudo sem parar também 😄
Valeu demais por jogar e por mandar essa mensagem. Isso dá um gás absurdo pra continuar fazendo o jogo ficar ainda melhor 💛

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I've been playing for the last 3 days and still finding new combos and interactions, quite impressive for a pre-alpha game: 

That means a lot, honestly. Finding new combos after days of play is exactly what we hope for at this stage. Thanks for sticking with it 💙

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Ever wanted to punch Godzilla in the face?, what about raiding an enemy silo for parts and fuel?, how about search and rescue of a small child? And all of this whilst piloting a super sleek and decked out mecha. Now if you'd told me I could do this id have said you were lying but turtle juice seriously delivered with a polished looking pre alpha with allmost unlimited replayability and allmost infinite card strategies to play with.

I'd recommend this to anyone, scratch that absolutely everybody. So why don't you download, suit up and slam the thrusters high on boreas the north wind mecha and come join the rest of the crew in the hangar.

Ok this comment made our day haha. Punching Godzilla is now officially canon. So glad you had fun with Boreas and the hangar life. Thanks a ton for the love.

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It’s like pacific rim meets slay the spire it’s everything I’ve ever wanted and it can only get better until release! Cannot wait to watch along the games development every step of the way!

Pacific Rim meets Slay the Spire is a huge compliment. We’re really happy you’re enjoying the ride so far, more cool stuff coming for sure.

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For an alpha this is insanely good and has some unique twists on the roguelike deckbuilding genre. I can't recommend it enough if you like deckbuilders and or Mecha.

Thanks so much. Hearing this for a pre alpha gives us a big motivation boost. Really glad the twists landed for you.

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I loved the game, even though it’s a pre-alpha, you can still have a LOT of fun. Fun mechanics, various strategies to try out, really good.

Points I’m thinking about at the moment: as a former Hearthstone player and current The Bazaar player, I tried some shortcuts that are almost always present in these kinds of games. For example, trying to right-click to view the card enlarged. I don’t know if it’s a mix of the card size with my monitor resolution, but some things weren’t easy to read—few, but they existed. So having the function to right-click to zoom in, even just to appreciate the card art, would be nice.

Another thing in the same sense would be click-to-play. Out of habit from Hearthstone, I clicked on a card once, thought about it, and decided to change to another card. I assumed that dragging it to the belt and clicking again with the left button would cancel it, but instead it played the card. This isn’t really a problem—I only had this issue once and wasn’t penalized for it—but it would be good to show these details in the tutorial. I don’t mind, but some players might see it more negatively and give a bad review.

Lastly, during the game there were very few freezes. I imagine it’s because optimization is still in progress. Only once did it really freeze aggressively, but it was quick. Not very relevant, but as an alpha player I feel obliged to report it.

For reference, my setup is: i5 10400F; 16GB RAM; RTX 5060; Windows 11 64-bit

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Thanks a lot for the detailed feedback, really appreciate you taking the time. You’re 100% right about zoom and click behavior, that’s on our list and the tutorial def needs to explain it better. Also thanks for reporting the freezes, even small stuff helps us a lot at this stage.

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Alright.. here is my 2 cents.
I've played StS, Rogue Book, Banner of Ruins, Across teh Obelisk.. etc.

It's been a LONG time since Ive played a deckbuilder and got this excited.

It's like they found just the right balance of inovation and familiarity... and to be honest.. it's fucking cleaver as shit!

If I could critique.. I'd say the map, while fun.. still holds opportunity for improvement.. i'd love to see more features there..
Also the grafics, while cool (and mechs are awesome, come on!).. they could still be better.. not 100% sure what I'd do to improve the visuals but I feel that's an area that can still improve..
All in all I'm really just neat picking here.. cuz the truth is.. I think this is going to be the next big thing in Deck builders..

it's already really well balanced and SUPER FUN to play

9 out of 10

Man this was awesome to read. That balance between new and familiar is exactly what we’re chasing. You’re right about map and visuals, still lots of room to push there. Thanks for the honesty and the hype, really means a lot.

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Very well-structured game!! excellent pre-alpha! I'm eager to play the full game!

Thank you so much. Super happy you enjoyed it, can’t wait to get the full game in your hands.

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W... Why is this game so hardware demanding??? Are the calculations that heavy?
I was gonna send this to a friend until I saw the recommended hardware.

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We added higher system requirements to avoid low FPS issues, but the game is now properly optimized. If your friend has a gaming PC from 2020 or newer, feel free to send it their way.

Thanks for the attention, and I hope you had a great time playing

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I like the new twists on the roguelike deckbuilding genre: conveyor belt and support card positioning. I beat the boss without taking any damage thanks to the almost unlimited combo of drifter + infuser that gives charge on stance change + a few low cost cards. I think the overheat mechanism was bugged one time for me as I was on 0 fuel, went to the gas station (received 2 overheat), filled up 9 fuel, then somehow my deck had 10-ish overheat, breaking the game.

Hey, thank you for this, really appreciate it 🙏

Super glad you enjoyed the conveyor belt and positioning systems and that the Drifter + Infuser combo worked so well for you. That kind of broken synergy is exactly the fun we want players to find.

And thanks for the heads up on the overheat bug, that def sounds wrong and super helpful to catch early. We’ll look into it.

If you’re down, come hang with us on Discord, that’s where most testing and feedback happens: https://discord.gg/bYSUpd7mwF 

btw, we are gettomg these types of feedback of the game being a bit too easy. Suggestion on how to make a bit more challenging? 

I think I generally find it easy because:
1. Enemies basically just deal some damages on their turn or reactively, so the 7 cards hold on my hands can well prepare for most situations. I think some mechanism (static shock (damage on playing or discarding cards/gaining charge/gaining card), conveyor belt disrupt (forced discard, disable positions, forced shuffle, forced swaps), stance disrupt (no landing, damage on flight/landing), pierce)
2. The map gives a lot of choices, making encounters easy to prepare for. I personally like the idea, but perhaps trying something like (perhaps as options): fog of war, forced encounter (countdown or ambush), no return, fewer repair shops. Btw I think island tiles (away from the mainland) are not reachable, and one time the elite tile fell there and I couldn't reach it. Also areas with no features are not so rewarding to explore.
Good luck!

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Thanks a lot for writing this up, really solid points.

You’re right about the difficulty curve. Enemies being mostly reactive makes hand planning very safe right now, and we’ve been talking about more disruption exactly like the examples you mentioned. Belt pressure, stance interference and passive damage are all things we want to explore more.

Map feedback is also on point. We like the freedom it gives, but it does reduce tension. Fog of war and forced encounters are ideas we’re actively discussing. Good catch on the island tile too, that’s a bug and shouldn’t happen. And yeah, empty areas need to feel more worth the detour.

Really appreciate the thoughtful feedback. This kind of stuff helps a lot.

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Loving the stance changes and conveyor belt card play - It's MECHTASTIC!

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Superb game!!!

Thanks for checking it out! 

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WOW, this "pre-alpja" looks pretty good, I am waiting for the full release!

Thanks for the kind words 🙏

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Awesome game.

Thanks for playing! We'd love to hear your thoughts if you'd be happy to share in our Discord! https://discord.gg/63yDJc7anj 

The team is using player feedback to help make adjustments to the game as we prepare for the full launch later this year :)

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