Weekly Patch 4: "Impatient" is live now on the itch build: enemies now grow Impatient if you stall a fight, the first-run opening cut from 14 screens to 6, a rebuilt tutorials hub with a keyword glossary, Sanctum rooms that explain their own unlocks, and more.
Hey, I've played it for 30 mins and left an extensive feedback. In essence I would like to suggest a pivot in terms of gameplay as it does not quite work for me. However, I'd love to see you succeed since this world has character and flair!
Thanks so much for spending time with the game, and for your contest submission and feedback! Blunt feedback is more useful than polite feedback, so no need to apologize for it! :)
I'm currently working through a revamp of the intro to make sure folks can get into the game much quicker, and a lot of your other points (length, lore, mechanics) are things I'm taking onside as I continue to iterate on the playtest, and eventual EA launch.
Weekly Patch 3: "Large Print" is live now on the itch build: bigger text everywhere, a new text size setting, honest card numbers, and a long list of fixes.
Thank you for playing and for sending additional feedback in game, it helps more than you know!
"Has potential, but a fair bit to improve" is honestly the right (and happy) read of where this playtest is. The weekly Friday patches fix balance issues and bugs, but the bigger plan is to get this into a game engine and really polish it for an early 2027 Steam EA release.
Also, if anything bugged you more than the rest, let me know and I can dig in.
Weekly Patch 2: "Fine Print" is live now on the itch build: a full audit so every card does exactly what it says, the three strongest engines redesigned rather than capped, covenant charge rebalanced, bigger text where it matters, and real mobile improvements.
Howdy! Weekly Patch 1: "Clarity" is live now on the itch build: intent tooltips that explain themselves, a run-opening cinematic, crossroads signposts with real payoffs, and a pile of fixes.
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Weekly Patch 4: "Impatient" is live now on the itch build: enemies now grow Impatient if you stall a fight, the first-run opening cut from 14 screens to 6, a rebuilt tutorials hub with a keyword glossary, Sanctum rooms that explain their own unlocks, and more.
Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1620186/devlog-9-patch-4-impatient
Hey, I've played it for 30 mins and left an extensive feedback. In essence I would like to suggest a pivot in terms of gameplay as it does not quite work for me. However, I'd love to see you succeed since this world has character and flair!
Thanks so much for spending time with the game, and for your contest submission and feedback! Blunt feedback is more useful than polite feedback, so no need to apologize for it! :)
I'm currently working through a revamp of the intro to make sure folks can get into the game much quicker, and a lot of your other points (length, lore, mechanics) are things I'm taking onside as I continue to iterate on the playtest, and eventual EA launch.
Weekly Patch 3: "Large Print" is live now on the itch build: bigger text everywhere, a new text size setting, honest card numbers, and a long list of fixes.
Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1610772/devlog-8-patch-3-large-pri...
I played it a fair bit, and like it somewhat. I submitted some feedback too. All in all has potential, but there is a fair bit to improve.
Thank you for playing and for sending additional feedback in game, it helps more than you know!
"Has potential, but a fair bit to improve" is honestly the right (and happy) read of where this playtest is. The weekly Friday patches fix balance issues and bugs, but the bigger plan is to get this into a game engine and really polish it for an early 2027 Steam EA release.
Also, if anything bugged you more than the rest, let me know and I can dig in.
Weekly Patch 2: "Fine Print" is live now on the itch build: a full audit so every card does exactly what it says, the three strongest engines redesigned rather than capped, covenant charge rebalanced, bigger text where it matters, and real mobile improvements.
Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1601597/devlog-6-patch-2-fine-print
Howdy! Weekly Patch 1: "Clarity" is live now on the itch build: intent tooltips that explain themselves, a run-opening cinematic, crossroads signposts with real payoffs, and a pile of fixes.
Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1588382/devlog-5-patch-1-clarity