Newgrounds Background Image Theme

Jezuz669 just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Deck Adventurers - Chapter 2

Share Collapse

Author Comments

Guide Berem the wizard as he continues the adventure to save The Valley.

Improve your cards with each fight and choose which new cards to add to the deck.

Follow us onĀ Twitter, or help us continue developing Deck Adventurers.

Log in / sign up to vote & review!

Dang, no trophies? Not even a front page??

Changing the game to "one attack only per turn" ruins a lot of the flexibility and strategy of the game. The original was a lot more fun.

Now it's just "attack once, shield up once", or "discard 1 card, attack once", or "shield up twice".
There's literally no other moves you can do. There are even times when you want to attack two enemies, but can only pick one.

In part one, there were combos like chaining defense boosts, attack boosts, counter attacks, stacking bleeding effects, etc. That was a lot more fun, since you could experiment with different strategies (heavy defense vs heavy attack, etc.). Not to mention it was fun being able to stack upgrades on certain cards, instead of being limited to upgrading each card once: and there was flexibility in where you could choose whether to spread upgrades or to stack them.

No flexibility = no fun. It almost feels like being hand-held through an extended tutorial, and before you know it, the game is over.

Game gets too difficult too early on. Ice mage is OP, at least put him later so I can build up a good deck before meeting him.

The tweaks to the combat were interesting. formalizing the turn length to one attack, and/or 1-2 defend cards was definitely better than the last game where the enemies might attack out of sync and it was hard to coordinate your cards sometimes. or just hard to keep track of it. The introduction of allies was good for the NPCs, and summons works exactly like I'd think it should. I noticed someone else saying it's hard to see who's hitting who and while it's usually all good, I have two thoughts: 1) if I want to see if the heavy-hitting enemy is going to attack a constant ally or just a summon, I have to click on it to find it. I found myself doing this a lot at times. A UI for this would be really helpful. Maybe just an arrow instead of the flashing hit icons? Or even a player icon next to their target. 2) when say an ally is doing a sweeping attack to hit all enemies and then a summon will attack "wolf A" the visual indication for which wolf A is lost. This isn't a common issue though and it was usually pretty easy to keep track of things for the most part.

I was surprised by the change where fire attacks no longer leave ice residue and vice versa to be used as the shield. I really liked the idea and it made a lot of sense to me. I'm assuming it just didn't work for the combat mechanic you were going for though. I would personally love to see it again, but I'm sure that there was a lot of design I can't see that was behind the decision.

Is there a goal to have both characters as playable with cards within a single battle in the future? I can understand why this would be difficult to implement compared to these single and supported battles. If that is the goal, then I'd be excited to see what kinds of support cards would be usable; the fire shield applying to any unit you select and the herb doing likewise came in handy more than once. It'd be interesting if there could be a flaming weapon buff given from Berem to Tasha, or maybe Tasha warcries and all enemies switch to targeting her, leaving the more fragile wizard safe for that turn? In either case, if that's the trajectory you have in mind I can't wait to see it.

I'm really enjoying the series, I'm excited to see how this project continues. Keep up the excellent work!

Junjo responds:

I'm glad you found the changes interesting. And yes, some things still have to be improved, I take note of your suggestions.

On the ice-fire dichotomy in magic, it actually didn't quite work the way I wanted, so I changed it, but I still keep it in mind, maybe for another character (entropy wizard, maybe?) If I find the way to balance it well.

And yes, I am getting closer to being able to handle both characters with cards, but there are still some things that I would have to change. In the next chapter it will not be possible yet, but there will be more control over the allies.

Thanks, and I hope you like the next Deck Adventurers.

Enjoyed my time like the first chapter, but I do have some suggestions:

It took me a little while to understand that the "Z" above the cards was my action counter, even though this may have been in the first chapter. The Red/Gray action dichotomy was also something I'd read in the tutorial, but didn't come to fully understand until much later in the chapter. I'd suggest highlighting the red and gray sections of the counter and the cards during the tutorial to better connect the titles with the game elements they reference.

Secondly, if there was a way to check my deck and my cards' abilities, I couldn't find it. I would suggest adding this in, as some cards, like the fire shield, can be a little complex despite, and while you did explain the card when it was given, I'd easily forgotten all that information, and would have liked to have been able to reference the card again to refresh my memory.

I hope you found at least some of this criticism useful. Thank you for the fun game. I'll be looking forward to the next chapter.

Junjo responds:

Thank you for your comments ans suggestions, of course they are useful!
Certainly, I'll have to add some more clarification to the game.

Credits & Info

3.46 / 5.00

Feb 10, 2021
2:00 PM EST