HELLCARD

HELLCARD

Alchemimic Class
13 Comments
drowsysentinel 27 Sep @ 4:13pm 
a lot of bugged cards. the self damage card that buffs your team dmg doesn't work. the card that gives your team mana if you end on 0 mana doesn't work. The self damage mechanic for mana doesn't explain it's Strain doubles the self damage from 5 to 10 rather than +1 mana cost. Also there was an unexplained -1 mana debuff (for next turn)that would show up. I was kind of dead weight on my run. And no starting artifacts :'''
Queijo Minas  [author] 20 Sep @ 1:41pm 
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Regarding the cards: personally, I use rogue bombs and the movement cards (that shuffle enemies around) quite a lot. But yes, the synergy between mage and warrior is definitely strong — in fact, pairing this class with a mage ally works really well too 😂. Still, I’ll take a closer look at the rogue cards and see how I can balance things to make them more worthwhile picks.

Once again, thanks a lot for taking the time to share constructive feedback. I’m really glad to hear you’ve been having fun with the class! 🎉
Queijo Minas  [author] 20 Sep @ 1:41pm 
Hey Xenk, thank you so much for the feedback!

About the Boomerang: in my tests it seems to be working fine. When I first set up that effect, I had quite a bit of trouble (since there’s a whole family of cards, from common to rare, with the same behavior). I just tested it again and everything looked normal, so I’d recommend uninstalling and reinstalling the mod to see if the issue still happens on your side.

As for fragments carrying over to future turns: that was always the idea. When I was designing the mechanic, I kept thinking how sometimes you generate a lot of shield in a round, but it just goes to waste if no enemy attacks. So I created fragments as a way to “save up” that extra energy — to stockpile during calmer turns and have some left when things get tougher.
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Xenk 18 Sep @ 3:20pm 
The cards that deal damage to you and deal damage to the enemy, such as Boomerang (if i'm remembering the name correctly) are not dealing damage to enemies, and are just dealing damage to the player. In addition, when I hover over the card, my teammate said that different cards are showing. Would love to see those cards fixed so they're usable. Besides that, I have been having a lot of fun with this class. Took a while. At first i didn't realize that fragments carry over to future turns, but things seemed to be a bit more cohesive and fun once i understood the class a bit better.

It's been a couple weeks since i've played the game, but i think this class has access to the three base class card pools? I almost never saw a reason to choose a rogue card. The synergy between mage and warrior were too strong for me to choose something else. That's not necessarily a sleight against mage/warrior, but i wish there were more payoff for rogue cards.
Queijo Minas  [author] 13 Sep @ 12:52pm 
Hey, @Pluto. I’m sorry you feel this way about the mod, but if I agreed, we’d both be wrong.
Life piles up sometimes — boss on your back, bills due, internet dropping mid-match, cold coffee, missed bus, bad gacha pulls, that promotion that never lands, a heart not cooperating. When the tide’s rough, anything becomes a target — even a mod. I get it. Just a reminder: this too shall pass; today feels bitter, tomorrow can be lighter.

Anyway, the mod is free and it’s OPTIONAL — use it or not.
Constructive feedback is always welcome; if what you need is to vent life’s frustration, I recommend therapy. Seriously — it helps, and it keeps reviews from turning into catharsis.

Wishing you calmer days and good runs. If the mood shifts, maybe give it another shot — or just play what makes you happy. No hard feelings.
Queijo Minas  [author] 13 Sep @ 12:41pm 
@RatDiaper I will check it out, thanks for the feedback
TTV/Mr_Made_U_Look 13 Sep @ 6:43am 
Solar Flare isn't actually drawing 2 cards like it says it's supposed to. The damage works fine though.
Jhon Baard YT 4 Sep @ 11:24am 
nice designs i love the artwork and character model!! its fun to play has some very nice new cards and is pretty balanced :D
Queijo Minas  [author] 3 Sep @ 12:34pm 
Hey @Sullixou! Thanks a lot for the thoughtful feedback — really appreciate you taking the time to play and write this up.

Design note
The core loop is self-damage → extra mana (“Equivalent Exchange”). You can (and should) use Block/Shield to absorb that self-damage so you can bank the bonus mana and spend it when it’s most useful.

About the cards you mentioned

Hot Potato — On my end it’s behaving as intended: the card applies the hot_potato Influence, which is what drives the effect, and the card is marked Strain (not Exhaust). The draw effect also triggers normally here.

Thoughts & Slayers — This one was modified in my build. It no longer spends HP; it costs mana only, so the original “Freeze if you can’t pay HP” clause doesn’t apply.

Again, thanks for the notes.
Goloh  [author] 3 Sep @ 12:21pm 
Hey! About the mechanics: it's not necessarily about exchanging HP for mana, it's about exchanging damage for mana. Ideally, it's good to take advantage of high shield buildup to recover mana!
Sullixou 3 Sep @ 11:06am 
Hey, nice mod but imo, it's quite hard to play the character, it's like he's not having a clear way to use it. I feel like the HP for Mana is not exploited enough, there is no way to get healing. Worst, it kills the sticky finger gameplay...
I found some combos that was pretty cool but it was limited by what I said before.

Here are some mistakes I found :
- Hot Potato : It's written "Exhaust" but the behavior is like "Strain", also, the draw effect doesn't work
- Thoughts & Slayers : Talks about "If you don't have enough HP you get Freeze" but the card never mention about paying HP
Jetpackpenguin 3 Sep @ 9:50am 
The class is really fun to play and the balance looks fine to me with the few runs I did for now.

Great job on this!
Casper 3 Sep @ 1:09am 
May I ask how can I open the modding tool? I can not find it in my game and library