New Combat Cards


Dear friends, 

We're glad that you liked the new combat system, so we're planning to gradually improve and refine it. In the upcoming release, Version 0.45, we'll introduce new combat cards. Pictured above are a few of them. We won't spoil their specific effects, but you can probably guess what they represent by looking at the images on the cards. 

What new cards would you like to see added to battles? With what effects? We look forward to seeing your suggestions!  

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Comments

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(+2)

Combo cards that get additional benefits if you play them in a certain order would be pretty cool. You can have anything from extra damage, to applying status buff or debuffs ride off the combo

(+4)

Since enemies have status effects now, and some of them can be REALLY tough even with maxed out armor and weapons (looking at the Golem perma-disabling card slots and Goblin Shamans healing each other the little damage you manage to scrap through their dodge and the curses), I'd say we urgently need some kind of status cleanse for ourselves.


Also with the card pool increasing, it will be maybe too difficult to actually draw the cards you need to survive, so a card that allows for cheap (or even free) re-drawing of the hand would also be nice. Another great addition would be to allow the player to "edit" their deck to decide which of the new cards to add or remove manually (not counting the default cards), as to prepare strategically for each enemy and depending on skill point allocation. Hunters do prepare as much as possible for their prey, right?

We wanted a card that can be used to stun/disable enemies in exchange of high cost like 4 or 5 points but we also need to have increase the Stamina pool too. 10 stamina with some new addition cards also will take toll on tougher enemies, it should be increased via Skill Stats too (5 points should be enough).

Provoke or taunt can be added when we have some companion joined the battle too but it will be very long time before we can see them for sure.