This game does have potential, as it is simple enough and playable, but for the time being - November 2019 - it is simply underdeveloped and unbalanced, lacking basic informational descriptions in the first place. I do understand it is a roguelike and it is supposed to be tough, as well as anyone knowing the roguelikes and card games alike would find their way around easy, nonetheless I am afraid the way it is now, the accessibility of Patient Rogue suffers. Besides, I would rather opt for the game to be completable, rather than infuriating. Nobody is going to keep trying forever.
For certain you are right, but mind two things. First, from what I have heard, developers sometimes loose measure of how good they get at playing their game, expecting comparable level of skill from the players. This ought to be a small game, right? Other thing, is the patience.
But I guess that I may not properly understand how roguelike games are meant to be. For the shift+click, I did not know, but perhaps it is maybe too obscure, then? Why not make it more transparent, easier to spot? Still, the case is accessibility.
...perhaps it is maybe too obscure, then? Why not make it more transparent, easier to spot?
This is obviously my bad, can't argue with that. I will update the description of the game.
developers sometimes loose measure of how good they get at playing their game, expecting comparable level of skill from the players.
Yes, indeed. I mentioned my winrate only to make the point. I mostly rely on players feedback, including yours. For now, judging by the overall feedback, I see no reason to rush fixing the game difficulty.
This ought to be a small game, right?
This ought to be a roguelike game. If a player quits after just a few tries, it's not a very good game. If a player wins after just a few tries, it's not a roguelike game.
This ought to be a roguelike game. If a player quits after just a few tries, it's not a very good game. If a player wins after just a few tries, it's not a roguelike game.
Hmmm, very fun deck builder but I keep dying LOL. The RNG actually feels pretty decent and not like a total grab-bag of junk. Although I usually die due to said RNG (running out of weapons or having an alarm set off 4-5 enemies).
What kind of advantage are you talking about? Do you think Monk and Warlock are weaker than Fighter or they are less fun to play? Because actually I think they are stronger, but also require more attention.
hi Watabou, i have really similar impression of the game to be fair. i do understand the advantages of the monk (and ive finished the game with the monk my first time), but i don't really see the strenghts of a warlock, only a kinda gimmicky difference of having a charmed enemy at the starting hand. maybe im missing something?
also shift-clicking on a phone isn't really an option...
Warlock: - Maximum health is 8 instead of 10 - Starts with a charmed imp - Charmed monsters do 1dmg more - "Heal" restores 1hp to all charmed monsters
Monk: - Maximum health is 12 and maximum hunger is 6 (instead of 7) - Food restores 1hp - When doesn't have "armor points" his unarmed damage is 2 instead of 1
Very cool game. It took me a bit to figure out, but I eventually managed to win using all three classes, although their pros/cons are still not entirely clear to me.
I wish there was a way to turn down/off the rather loud sounds and music.
Very addictive and fun game. Planned to play it for 5 minutes, ended up doing over 30 minutes. Very cool minimalistic graphic style, it's unexpected how much gameplay emerges out of such a simple combination of mechanics.
After playing this a bunch more I just realised this has a lot of qualities of solitaire. It's short, card-based, and somewhat based on the luck of the way the cards were dealt. Really enjoy it.
That was one of my absolute favorites of the whole 7DRL Challenge 2018, I hope that more people will play and rate it (which is the reason I wrote an article about it and uploaded a playthrough video :) ). I can't wait to see how you'll develop it from here. I can see myself totally play it for hours if it'd feature some more spells, traps, enemies and what not. A little suggestion though: I'd love to see a short explanation for each card somewhere, because for me it wasn't totally clear what for example the "Terror" spell would do when I use it.
Anyway, it's a wonderful card game with just the right amount of resource management elements! You've done some great work and I wish you the best of luck with your (future) projects - can't wait to see more games made by you. :)
Даже умудрился пройти попытки с пятой, что ли. Так и не понял, как использовать карту Rest. Ещё желательно, чтобы подсказка всплывала при наведении на карту, а не при нажатии. А то так используешь карту и не понимаешь, что она вообще делала. Описание одного из спеллов, точно не помню какого, уходит за края экрана. Ну и вообще вся игра на экран не помещается (разрешение 1366x768 - стандартное для ноутбуков), приходится туда-сюда скроллить. Но в целом вполне положительные впечатления. Одна из лучших игр с последнего 7drl, по крайней мере из тех, с которыми успел ознакомиться.
Изначально я накидал тех заклинаний, которые мне сразу пришли в голову еще до тестирования и балансировки. Потом я заменил Экзекьют на Вэниш и теперь действительно Рест - самое бесполезное заклинание на данный момент, но придет и его черед :)
Да, в правом нижнем углу есть кнопка фулскрина, она должна помочь (в полноэкранном режиме игра пытается подстроиться под то разрешение, которое ей дают, в том числе на андроидах). "Сообщения" могут действительно не влезать, но настоящие подсказки отображаются по шифт-клику и с ними должно быть все нормально.
A little bit too random but works really well. You should add more powerup between plays, something like "unlockable" cards that can provide new challenges :D
- Карта приручённого моба не обновляет значение атаки при получении героем нового уровня. - Если очень быстро жмякнуть на две карты, и в первой из них окажется моб, он не успеет ударить. (Можно сделать чит-скрипт, нажимающий на все карты сразу без получения урона)
Спасибо, оба бага уже исправлены в моей рабочей версии (не на 100% процентов уверен насчет второго), скоро выложу. Прирученных мобов все равно собираюсь переделать, там как-то неинтуитивно сейчас.
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Cool stuf fam
This game does have potential, as it is simple enough and playable, but for the time being - November 2019 - it is simply underdeveloped and unbalanced, lacking basic informational descriptions in the first place. I do understand it is a roguelike and it is supposed to be tough, as well as anyone knowing the roguelikes and card games alike would find their way around easy, nonetheless I am afraid the way it is now, the accessibility of Patient Rogue suffers. Besides, I would rather opt for the game to be completable, rather than infuriating. Nobody is going to keep trying forever.
For certain you are right, but mind two things. First, from what I have heard, developers sometimes loose measure of how good they get at playing their game, expecting comparable level of skill from the players. This ought to be a small game, right? Other thing, is the patience.
But I guess that I may not properly understand how roguelike games are meant to be. For the shift+click, I did not know, but perhaps it is maybe too obscure, then? Why not make it more transparent, easier to spot? Still, the case is accessibility.
This is obviously my bad, can't argue with that. I will update the description of the game.
Yes, indeed. I mentioned my winrate only to make the point. I mostly rely on players feedback, including yours. For now, judging by the overall feedback, I see no reason to rush fixing the game difficulty.
This ought to be a roguelike game. If a player quits after just a few tries, it's not a very good game. If a player wins after just a few tries, it's not a roguelike game.
Well said, cannot argue with that.
love this game best one in itch.io
The game is easy to understand and feels comfortable to play. My characters dies fast however!
Hmmm, very fun deck builder but I keep dying LOL. The RNG actually feels pretty decent and not like a total grab-bag of junk. Although I usually die due to said RNG (running out of weapons or having an alarm set off 4-5 enemies).
I like it, but there is truly no actual advantage of playing a class that isn't the Fighter.
What kind of advantage are you talking about? Do you think Monk and Warlock are weaker than Fighter or they are less fun to play? Because actually I think they are stronger, but also require more attention.
hi Watabou, i have really similar impression of the game to be fair. i do understand the advantages of the monk (and ive finished the game with the monk my first time), but i don't really see the strenghts of a warlock, only a kinda gimmicky difference of having a charmed enemy at the starting hand. maybe im missing something?
also shift-clicking on a phone isn't really an option...
oh, found the warlock stats in the comments.
oh, you speak russian... whatever, its too awkward to change language after two responses....
Cool concept and execution! :)
decently cool . love this game.
Pretty addictive honestly. Very cool concept and gameplay.
This game is amazing, easily the most innovative game I have seen in itch.io. :O
Oh wow, this is so similar to a physical game I have made inspired by Card Crawl. Spooky! Love it though, tough as nails
Some helper stuff for classes:
Warlock:
- Maximum health is 8 instead of 10
- Starts with a charmed imp
- Charmed monsters do 1dmg more
- "Heal" restores 1hp to all charmed monsters
Monk:
- Maximum health is 12 and maximum hunger is 6 (instead of 7)
- Food restores 1hp
- When doesn't have "armor points" his unarmed damage is 2 instead of 1
This game is amazing!
Simple and strategic, yet pretty difficult. Very addictive!
It has potential for more variety and levels.
I completed the game with all three players. Would definitely play again if there is an update. :)
Very cool game. It took me a bit to figure out, but I eventually managed to win using all three classes, although their pros/cons are still not entirely clear to me.
I wish there was a way to turn down/off the rather loud sounds and music.
Very addictive and fun game. Planned to play it for 5 minutes, ended up doing over 30 minutes. Very cool minimalistic graphic style, it's unexpected how much gameplay emerges out of such a simple combination of mechanics.
Thank you! I haven't yet given up the idea of making a real game out of it :)
It may seem simple at first with so little variety of cards, but there's a lot of possibilities and strategies to play by! Amazing!
fun but you starve to quickly
I swear there must be many rougue -like players who wanted this kind of game . Rogue with Card!
i really like this game
please make it downloadable
its downloadable if you are using the itch.io desktop app
this is dangerously addictive
Great game!
It's so cool how a few simple rules can make such a great game!
I love it! This should get more attention as it's and excellent game.
Excellent little game! I've been playing it for a few months and enjoy seeing the new character options.
Win it with monk! Great ending, thanks!
Really looks like Hand of Fate :). Love this kind of game
This is great. If this had a little more variety and depth, it would become one of my goto mobile games.
After playing this a bunch more I just realised this has a lot of qualities of solitaire. It's short, card-based, and somewhat based on the luck of the way the cards were dealt. Really enjoy it.
Totally love this game! Will it be brought to mobile device by any chance?
That was one of my absolute favorites of the whole 7DRL Challenge 2018, I hope that more people will play and rate it (which is the reason I wrote an article about it and uploaded a playthrough video :) ). I can't wait to see how you'll develop it from here. I can see myself totally play it for hours if it'd feature some more spells, traps, enemies and what not. A little suggestion though: I'd love to see a short explanation for each card somewhere, because for me it wasn't totally clear what for example the "Terror" spell would do when I use it.
Anyway, it's a wonderful card game with just the right amount of resource management elements! You've done some great work and I wish you the best of luck with your (future) projects - can't wait to see more games made by you. :)
Best wishes,
Sebastian
Any chance for an android version ? Would be a great time killer
Oh it's been asked before, an android build would be great !
Даже умудрился пройти попытки с пятой, что ли. Так и не понял, как использовать карту Rest. Ещё желательно, чтобы подсказка всплывала при наведении на карту, а не при нажатии. А то так используешь карту и не понимаешь, что она вообще делала. Описание одного из спеллов, точно не помню какого, уходит за края экрана. Ну и вообще вся игра на экран не помещается (разрешение 1366x768 - стандартное для ноутбуков), приходится туда-сюда скроллить. Но в целом вполне положительные впечатления. Одна из лучших игр с последнего 7drl, по крайней мере из тех, с которыми успел ознакомиться.
Существует фуллскрин. Существуют описания всех карт (Shift). Rest пока одна из самых бесполезных - превращает сытость в хп.
Изначально я накидал тех заклинаний, которые мне сразу пришли в голову еще до тестирования и балансировки. Потом я заменил Экзекьют на Вэниш и теперь действительно Рест - самое бесполезное заклинание на данный момент, но придет и его черед :)
Да, в правом нижнем углу есть кнопка фулскрина, она должна помочь (в полноэкранном режиме игра пытается подстроиться под то разрешение, которое ей дают, в том числе на андроидах). "Сообщения" могут действительно не влезать, но настоящие подсказки отображаются по шифт-клику и с ними должно быть все нормально.
Ended up hacking it to get to the end (I'm probably too impatient).
Lot's of fun, thanks!
- Если пройти игру, пока играет трек победы в прошлой игре, треки наложатся.
A little bit too random but works really well. You should add more powerup between plays, something like "unlockable" cards that can provide new challenges :D
finally I was able to complete this game :D pure luck, but funny :D
- Карта приручённого моба не обновляет значение атаки при получении героем нового уровня.
- Если очень быстро жмякнуть на две карты, и в первой из них окажется моб, он не успеет ударить. (Можно сделать чит-скрипт, нажимающий на все карты сразу без получения урона)
Спасибо, оба бага уже исправлены в моей рабочей версии (не на 100% процентов уверен насчет второго), скоро выложу. Прирученных мобов все равно собираюсь переделать, там как-то неинтуитивно сейчас.
Starving to death more than I'd like
What!? This is a ton of fun. I'm coming back to this one lots and playing it. It works quite well on my Android too.