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DECK FURY (Alpha)

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EDIT: If you run into any game-breaking bugs that completely prevent you from playing, open up the developer console with the ` key and hit the copy button and paste it into a comment and I'll see if I can fix it. Due to WebGL limitations when it comes to the stack trace, fixing bugs will naturally be more difficult unless I want to compromise on performance.


In any case, refreshing the page will usually fix most issues and allow you play again.


A unique blend of deck-builder mechanics and grid-based, tactical real-time combat with rogue-like progression.iu_1212977_4413673.gif


Battle your way through waves of enemies in this unique, genre-bending deck-builder with tactical, real-time combat where you must plan your attack before-hand using the cards at your disposal before executing it in real time.


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Play stylishly to get the highest score, and get paid according to it!

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Complex and in-depth combat system, with various interactions between enemies, items and cards.iu_1212982_4413673.gifiu_1212983_4413673.gif


Deck Fury is my first serious foray into game development, and the current state of this game took me around 6 months to get to. This is my first and only released game thus far and is a passion project through and through.


This game was inspired by the Megaman Battle Network (MMBN) series, a GBA game made back in the old days and Deck Fury borrows quite a few concepts and ideas from it. I've always loved the MMBN series and was disappointed to see there were very few spiritual successors to the game. That's where I got the idea to make one myself, and here we are.


As the game is in alpha there are still a number of features missing and the amount of content is fairly low for now as I try to build out the infrastructure needed for future mechanics and content. That being said, Deck Fury is technically a complete experience with a start and end as well as some degree of replayability due to its rogue-like nature.


I would love to hear any constructive criticism and feedback for the game in its current state!


If you've read this far down, perhaps you'd be interested in keeping up with the development of this game, and might be interested in speaking to me directly, which you can do so by joining the Deck Fury discord server:


https://discord.gg/kcRU62356R

(Just keep in mind this discord server is fresh off the block so there will probably be some stuff not set up yet - I am but one man afterall.)

Log in / sign up to vote & review!

Strategy themed flash. Graphics are detailed and look sharp. Gameplay has a rogue like experience. This is just in Alpha, so you should add more units and upgrades. You can never have enough up upgrades.

This is a really amazing gameplay you have right there. The configurations work well.

fun game

Wow, I was pretty impressed with this! It's got some rough edges here and there, sure, but as a fan of games like Mega Man Battle Network and One Step From Eden, I like the direction that it's going, and I really loved how smooth and intuitive the game felt, what with its excellent usage of tooltips, target previews, tutorials, icons/symbols, and other great UI/UX elements! Heck, for an alpha, it's already practically got the core loop settled and is a complete experience! Cool stuff and I feel like its got a lot of potential from this great first impression!

If I were to have some feedback, I'd say:

*I got really annoyed at how short the energy cooldown was: kept giving me whiplash with how much it keeps stopping the fight to reload the same cards over and over, and it made fights too easy with how much I could just spam cards with little to no consequence. In my opinion, I feel like cards should be a much more precious resource and you should really think of how best you use them, as if you blow them, you'll be stuck with just your puny blaster for a long time and not be able to handle a desperate situation, like getting cornered by drones with no push card. I found it much more entertaining when I pretended that my energy cooldown was much, much longer because of this: made it much more intense and strategic, and I loved scrambling and improvizing!

*Sometimes the aiming can be a bit odd and throw things off. It's like, if you're above an enemy and aiming downwards, but you're a little bit off, it can end up going to the side instead. It might be preferring certain angles? It feels like if you're aiming SW, it'll keep you pointed S properly, but if you are even slightly aiming SE a bit, it'll switch you to aiming full-on E and miss a shot.

Deltakai responds:

Hey appreciate the feedback and glad you've been liking the game so far!

Your two points of feedback are really interesting and they're both issues I've been grappling with since the game's inception.

Regarding the first point, I actually modeled the base energy cooldown off of MMBN's energy cooldown, which is 8 seconds. Now personally when I played the MMBN series I actually found this to be too slow and for me it actually created a bit of an awkward break in the gameplay where I use my cards too quickly and then have to sit around doing not much until my energy came back. The most fun part for me was when I was actually in the card selection, thinking about my next plan of attack and then trying to execute it while I have the cards loaded.

The main way I made this faster was adding the Amber Pearl starting item which refunded 10% energy every time you killed an enemy, as well as refreshing your energy each time a new wave was spawned. That being said, this is definitely a balance point of the game that I will have to keep an eye on, and a possible solution would be to make the base recharge time longer, but increase the benefit of Amber Pearl to reward players for killing enemies efficiently with their cards.


The second point I knew about as soon as I first built the aiming system - the issue becomes most apparent when you're close to the edge of the screen and trying to aim towards the edges of the screen where you can't move your mouse too far out and thus resulting in the aiming reticle to be a lot more sensitive to changes due to the close proximity of your mouse and character. I do however think this would be less of an issue if the game was fullscreen and you have more space to move your mouse about.

The way I tried to solve this was by adding the "Relative Aiming" option in the Gameplay settings which would instead clamp the cursor to the player character rather than moving independently. The feature is still a bit buggy but give it a try next time and see if it helps with the awkward aiming.

Great concept and a lot of fun so far! It feels like there's a lot of things to manage at the same time, but that's just the nature of RTSes. Best of luck with this project!

Credits & Info

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5,806
Faves:
39
Votes
115
Score
3.76 / 5.00

Uploaded
May 31, 2024
3:32 AM EDT