Cardhunter (new free D&D clone)

Woo, level 2! Is there any way to change the gender of the adventurers you recruit? They let you change the race but they’re all dudes.

The different “costumes” change the way they look, at 80 pizza per costume. If you don’t buy those, you will look like the default which are 50/50 male/female based on class/race combinations (so default human wizard is male, default human cleric is female etc). I think you get one costume for free at some low level point.

This game is so great! I can play it during downtime at work, because it’s so obscure the filter hasn’t blocked it. I spent pizza on a costume in my first campaign. That turned out to be a mistake when I found out that you can buy premade multiplayer groups for 50 pizza each. So I created a second account to try that out.

I could see myself sinking some cash into the game once I try multiplayer and see what advantages it confers.

Fun game. I’ve been screwing around for the last couple days. Liked it enough to buy the “basic edition” I have no problem supporting creative developers(as I myself am now committed to the track of Corporate enterprise app development, which provides no fun to anyone :frowning: )

I’ll have to keep playing around with this game, but I’m not entirely sold on it. In particular, it’s a little frustrating when your mage has a handful of armor and attack cards, your cleric has nothing to heal with, and your fighter is primed to run around and block stuff, but can’t attack.

I think it would be better if everyone always had at least 1 card from their specialty (attack/spell/healing) just like everyone always has at least 1 card for movement.

I’ve seen that complaint a lot, and it might be true around the early levels when you get new equipment slots but got nothing great to put in them. Later on when you have amassed huge collections of stuff and can tailor your gear better it’s less of an issue. You’ll also get cards that allow you to draw more cards. Those combined with careful and focused deck building and a bunch of traits and you’ll end up with a lot more reliable draws per turn.

It’s partly a feature, not a bug thing as well. If you get movement but nothing else, you dodge out of the way or move towards a distant victory square or better location. If you have a handful of blocks and armor you can stand in the front and soak damage, etc. Other tactical games place the luck into to-hit rolls and damage rolls, in this game if you have the cards you will hit and do an expected amount of damage, barring enemy blocks/armor. I feel it all evens up in the long run as long as you adapt to what you get instead of cursing your luck.

Holy Hero Quest. All that’s missing is a meathead upperclassman to punch me in the arm and knock my books out of my hand before 5th Period.

Yeah… I may just have to keep working on it, but it does make me feel like I can find things that are more rewarding.

I think I hit my point about level 15. It seems that it came down to just too much randomness. Between the cards being pulled (which you can kinda control by building a good deck, but too often one bad draw of cards ends up costing you a character, and then you’re done), and the saving throws, I found myself more tense about what dice would be thrown or what random cards would come up than I ever was with the story or the character building. I suppose I could just throw more pizza and do more grinding and hope, but it got a bit too random for my tastes.

Thanks for starting this thread, JSexton, I like this game.

Thanks, Parthol, for helping to develop it.

About the pay model, I see no evidence of a pay wall thus far. There may be frustration points, but I don’t see how you would buy your way out of them. Not to mention that you can skip adventures. IMO, it’s lame to assume or imply that all FtP games are some sort of scam. It might just be that you suck at that game or haven’t tried the right strategy. I know I’m terrible at plenty of games.

Some questions for Parthol, but everybody’s input is welcome:

Is there/will there be a filter in the shops so you can see all items the active character can use?

Also, is there/will there be a way to define kits for a character? It’s tedious to take off and put on the same equipment again and again. For example, my mage will use firestorm gear for kobolds, sparks + anti-armor for trogs. I rerun those adventures for loot, so I’m sorting through my gear several times a day.

I’m curious about why the game is on its own site and not linked to Facebook or a games collection site. It’s nice that it isn’t, if it was on Kongregate it wouldn’t be full screen, at least not by default. I’m just wondering if it makes money making more difficult going this route.

If you press the “All” button in a shop, it turns first into “Usable” which does exactly what you want. If you press it one more time, it switches to “New” which only shows items you don’t have yet.

In the lower right corner there’s “Store/Retrieve” button that lets you save and load party + item load-outs. It’s not available mid-adventure since it allows you to change characters as well, but you can use it in shops, in the keep and as you are starting a new adventure.

I did run into an issue where it causes Shockwave to crash, and at one point an item I had just equipped was still equipped, but the orb I had randomly gotten as I leveled I no longer had. So it wouldn’t let me proceed with an illegal party. Pretty inconvenient that the rarer thing was what got lost in the crash.

Hmmm. In fact, it looks like I lost four levels in the recent crash.

Never mind. It looks like I was just nerfed for an earlier dungeon. Whew. I only lost an orb.

Reviving this zombie thread just in case any old players who liked the game but ran out of PvE content like I did would want to return now that there’s more dungeons to conquer - an expansion called Attack of the Artifacts just launched yesterday. There’s trolls and mind flay… err, flensers and mummies and stuff! :smiley:

I stopped playing long ago. Eventually it got to where the main challenge was trying to deal with enemies dancing in and out of my attack range. The computer was far better at this than myself, which in my defense is largely because the computer is incapable of being bored shitless.

No… I played through the first couple dozen levels and also gave up on it. So many battles came down to very tedious strategies, as the poster above me says. I suppose there’s some sense of reward in wearing down the enemy with your last fighter over an hour, but it’s not enough to keep playing. (Even worse, sometimes simple bad luck or mistakes mean that you die before all your dancing can pay off.)

I also had a fair number of connection issues, which would cause the game to log me out and issue me a loss in whatever scenario I was in the middle of.

Heh, that’s exactly what did it for me, too. Some level where I had to fight a bunch of bugbears with spears.

This is a really clever game that looks good and runs well, but it just couldn’t hold my interest over the long-term.