Great idea, I did multiple runs. I like the card effects very much. It needs a little bit of polishment and it's very fun experience :) keep up the great work.
+ fun simple concept
+ art
- effects are not transparent (until you read to use shift+click)
- not enough food (I would suggest to always generate 1 food per floor or smth)
Also, with Shift-Click on the hero's avatar, you should give the differences between the classes. I discovered that I do 2 damages with no weapons, with the Monk. In-game infos (like mini tutorial or info-balloons) are so useful and "modern", while separate instructions or random discoveries are not, imho.
EDIT: mmm... no, I'm probably wrong about the Monk. But I can bet I see it doing 2 damages when I clicked on low rank enemies...
Yes, the Monk does 2 points of damages unarmed, but only when no armour is equipped.
It was proposed to implement an alternative way for getting info - by dragging a card onto a special place (like with "X", but marked with "?" or something). That would be more discoverable and what's even important, usable on mobiles.
Man, you absolutely need to put the info about Shift-Click more visible. It's really useful for spells, and I discovered by chance. Awesome mini game, however.
PS: I did it! Lvl.12, with the Warrior, after about 10 tries. Used at best both Food and Heal (while Starving), learnt about the Spells so I used them at best. Probably the winning chances are good as they are, 'cause of course you don't have to win EVERY time.
Not bad! Enjoyable! The player is maybe a bit too much in the hand of randomness, even for a roguelike. Also, it's anti-climatic that the most frequent death is by starvation -- it's not just that many of these deaths are unfair (the game just did't give you enough food): even as for "unfair" deaths go, they should better be more often by violence: hunger is just not too exciting.
I kind of like how hunger works here, it is very harsh. But yeah, it is anti-climatic. Maybe I should rebrand it into something more sinister - a curse or corruption...
Or give us more food. There is no stategy involved in not finding food. If you just rebrand it, it's still anti-climactic. I'm sure everybody would prefer to just not have to worry about food as much, though keep the mechanic intact. Otherwise, fun game!
I agree with watabou in this situation, the game is set in a dungeon, something meant to kill you, and if it wasn't harsh whatsoever it doesn't feel very dungeon-y. Anyways, yes, there is strategy involved with the hunger system as you have to manage what you want to take on to the next level of the dungeon, such as you could take that charm card or glaive, but instead it might be a better choice to stack up on food lying about in case there is a lack of it ahead.
In my experience (about 10 tries,) I have literally only died from food. I pick up any food I can and use it only when I absolutely must. I don't know if I'm just unlucky, but there seems to just be not enough food. Either way I personally found it getting old and unfair. Like I said it's a great game, but for me this kinda made me lose interest. I'm not saying it should be easier, but I feel like in a dungeon game,I should die from traps or monsters at least half the time.
Sounds like you're just getting very unlucky, and on a side note chances are monsters and traps aided in your starvation based death by lowering your health.
Well, I found you by searching city maps for my RPG, and discovered my favorite indie game developer! Actually I love Pixel Dungeon since 2018 and now this, a really nice card game, certainly roguelike on the better way.
My single complain is over the low spawn of Food cards, this is kinda frustrating, but I understand the concept, the game pretends to be hard.
Now I should say... Have you ever thought about turning this on a physical card game, printing deck and stuff? I am sure it could be sucesfull and a lot more accessful.
Imagine a party, rushing through the dungeons randomly shuffled by their own hands!
Think about it, its a unique concept, a marry between classic role-playing and cards.
aside from my response below, i wanted to say that your game really catch most of the things i fond essential to roguelikes (aside from, probably, identification). it is certainly leaves better impression than card roguelikes with no map that lack tangibility or roguepuzzles that usually have more stuff but less... i dunno how it put in words... tightness? think dungelot. basically youve managed to land in a sweetspot. for the jam entry its just perfect.
i have one minor suggestion. after finding amulet (or what the goal card is... sorry, no shift-clicking for a phone, as i said!) on a lower level, it would be nice of there were an option to delve deeper with a couple more stages, with the guaranteed amulet in the second (or maybe third) one. it may not really have a purpose without scoring, but sometimes you just want to test your hand, yaknow?
ah, just got an idea for the ingame help. similar to [x] mark to the right, you could add [?] mark to the left (and even on the starting screen really). clicking it would display "Drag card here to learn about its properties. (You can also Shift-Click card to reveal the description)x and dragging card there would work as shift-click currently. that shurely would be more obvious for new players.
I had plans to expand the game, to add different environments with slightly different monsters (enchanted woods, sewers etc) and some other features to make it work as a real game. It's put on hold atm.
This is a really good idea with dragging a card to special place on the board to get info about it. I'll try to implement it next when I get to the game 👍
Thanks a lot for this little gem!! I discovered the game last year and I´ve playing it for many many months. really nice for casual players that does not have time to play a long in time game.
I would like to request you a downloadble version, because even in 2019 there are people that does not have internet conection everywhere to play online.
Best regards and million thanks for this great game ;)
p.s.- Im also planing to create the game with pieces of paper to play when I dont have internet or a computer available. really will be fun translate the game to the paper and pencil version ;)
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.
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simply great, all my friends liked it and i find it nice
Great idea, I did multiple runs. I like the card effects very much. It needs a little bit of polishment and it's very fun experience :) keep up the great work.
+ fun simple concept
+ art
- effects are not transparent (until you read to use shift+click)
- not enough food (I would suggest to always generate 1 food per floor or smth)
Very well put together and simple. Love it.
...and again, after a couple of tries, with the Warlock! ❤
Also, with Shift-Click on the hero's avatar, you should give the differences between the classes. I discovered that I do 2 damages with no weapons, with the Monk. In-game infos (like mini tutorial or info-balloons) are so useful and "modern", while separate instructions or random discoveries are not, imho.
EDIT: mmm... no, I'm probably wrong about the Monk. But I can bet I see it doing 2 damages when I clicked on low rank enemies...
Et voilà. Other 5 or so tries, and the Monk is done too! Very nice game, again.
Cheers!
Yes, the Monk does 2 points of damages unarmed, but only when no armour is equipped.
It was proposed to implement an alternative way for getting info - by dragging a card onto a special place (like with "X", but marked with "?" or something). That would be more discoverable and what's even important, usable on mobiles.
Man, you absolutely need to put the info about Shift-Click more visible. It's really useful for spells, and I discovered by chance. Awesome mini game, however.
PS: I did it! Lvl.12, with the Warrior, after about 10 tries. Used at best both Food and Heal (while Starving), learnt about the Spells so I used them at best.
Probably the winning chances are good as they are, 'cause of course you don't have to win EVERY time.
Автор что програмер каперов
бля я дальше третьего уровня не двигаюсь. че так еборит то
this game is incredible! thank you for sharing.
My only wish is to be able to download it so I can play it offline on my phone.
It's hard not to starve to death, but otherwise it's a compelling game.
i am dying of hunger more or less 100% of the time
you need to increase the chance of finding food and its a perfect game
Super fun! I just had to binge it until I made it to level 12 haha.
Thank you for this fun game! <3
can you add the 'Mute' command?
nice game. I play it every day since a couple of years. Love it very much.
Anyone else noticed that almost all the sound effects are the same as in Pixel Dungeon?
The number of times I've had to scramble to mute my phone late at night as that gong sounds!
Not bad! Enjoyable!
The player is maybe a bit too much in the hand of randomness, even for a roguelike. Also, it's anti-climatic that the most frequent death is by starvation -- it's not just that many of these deaths are unfair (the game just did't give you enough food): even as for "unfair" deaths go, they should better be more often by violence: hunger is just not too exciting.
I kind of like how hunger works here, it is very harsh. But yeah, it is anti-climatic. Maybe I should rebrand it into something more sinister - a curse or corruption...
Or give us more food. There is no stategy involved in not finding food. If you just rebrand it, it's still anti-climactic. I'm sure everybody would prefer to just not have to worry about food as much, though keep the mechanic intact. Otherwise, fun game!
I agree with watabou in this situation, the game is set in a dungeon, something meant to kill you, and if it wasn't harsh whatsoever it doesn't feel very dungeon-y. Anyways, yes, there is strategy involved with the hunger system as you have to manage what you want to take on to the next level of the dungeon, such as you could take that charm card or glaive, but instead it might be a better choice to stack up on food lying about in case there is a lack of it ahead.
In my experience (about 10 tries,) I have literally only died from food. I pick up any food I can and use it only when I absolutely must. I don't know if I'm just unlucky, but there seems to just be not enough food. Either way I personally found it getting old and unfair. Like I said it's a great game, but for me this kinda made me lose interest. I'm not saying it should be easier, but I feel like in a dungeon game,I should die from traps or monsters at least half the time.
Sounds like you're just getting very unlucky, and on a side note chances are monsters and traps aided in your starvation based death by lowering your health.
If food had multiple uses (i.e. use it for powering spells or feeding yourself), it'd add a nice risk vs. reward element.
I tried several games from previous 7DRL jams and this is one of the few that I genuinely enjoyed! Congratulations!
Quite the nice experience!
Well, I found you by searching city maps for my RPG, and discovered my favorite indie game developer! Actually I love Pixel Dungeon since 2018 and now this, a really nice card game, certainly roguelike on the better way.
My single complain is over the low spawn of Food cards, this is kinda frustrating, but I understand the concept, the game pretends to be hard.
Now I should say... Have you ever thought about turning this on a physical card game, printing deck and stuff? I am sure it could be sucesfull and a lot more accessful.
Imagine a party, rushing through the dungeons randomly shuffled by their own hands!
Think about it, its a unique concept, a marry between classic role-playing and cards.
Thank you! I will probably try something like this as my interests shift towards tabletop games lately :)
Very nice and fun!
aside from my response below, i wanted to say that your game really catch most of the things i fond essential to roguelikes (aside from, probably, identification). it is certainly leaves better impression than card roguelikes with no map that lack tangibility or roguepuzzles that usually have more stuff but less... i dunno how it put in words... tightness? think dungelot. basically youve managed to land in a sweetspot. for the jam entry its just perfect.
i have one minor suggestion. after finding amulet (or what the goal card is... sorry, no shift-clicking for a phone, as i said!) on a lower level, it would be nice of there were an option to delve deeper with a couple more stages, with the guaranteed amulet in the second (or maybe third) one. it may not really have a purpose without scoring, but sometimes you just want to test your hand, yaknow?
ah, just got an idea for the ingame help. similar to [x] mark to the right, you could add [?] mark to the left (and even on the starting screen really). clicking it would display "Drag card here to learn about its properties. (You can also Shift-Click card to reveal the description)x and dragging card there would work as shift-click currently. that shurely would be more obvious for new players.
I had plans to expand the game, to add different environments with slightly different monsters (enchanted woods, sewers etc) and some other features to make it work as a real game. It's put on hold atm.
This is a really good idea with dragging a card to special place on the board to get info about it. I'll try to implement it next when I get to the game 👍
That would be great!
Watabou!
Thanks a lot for this little gem!! I discovered the game last year and I´ve playing it for many many months. really nice for casual players that does not have time to play a long in time game.
I would like to request you a downloadble version, because even in 2019 there are people that does not have internet conection everywhere to play online.
Best regards and million thanks for this great game ;)
p.s.- Im also planing to create the game with pieces of paper to play when I dont have internet or a computer available. really will be fun translate the game to the paper and pencil version ;)
Will do 👍
Thank you Watabou! :-)
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 :)