/r/SpellswordCards

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Discussion and feedback of the Spellsword Cards games

Discussion and feedback of the Spellsword Cards games

/r/SpellswordCards

51 Subscribers

1

MARRIAGE SPELL

0 Comments
2023/07/27
09:30 UTC

2

Spellsword cards : Origins

Why is your app (that I paid for) locking everything behind a paywall now?

2 Comments
2021/01/31
23:42 UTC

2

Infinite Rats/five card

0 Comments
2020/12/03
13:22 UTC

3

Roadmap for the future?

Recently discovered Dungeontop and I am having a blast! Is the game still being developed further? What can we expect for the future? Thanks

3 Comments
2020/09/13
21:44 UTC

3

DungeonTop gets a new Rogue class!

1 Comment
2020/04/16
23:56 UTC

1

Average run time?

Hey there.

I'm looking for a mobile deckbuilder that is a more light-weight version of Slay the Spire. By that I mainly mean shorter run times. As I like to finish a run in one session on mobile, I'm looking for a game with 20-40 mins to complete a run.

Would Spellsword Cards: Origins fit these criteria?

Also: Is the game still in active development? What would you say are the Pros and Cons compared to similar games on mobile?

Thanks :)

1 Comment
2020/04/11
07:31 UTC

1

When Invoke is played could Spell Card damage reflect the added damage?

Basically invoke adds +1 damage to Spells.

However, we have to mentally calculate the extra/added damage on other spells. I think that should be automatically adjusted, maybe with green numbers.

For example: 2 Invokes played. I want to play the Card that deals 1 damage five times. It should say the following. Deal 3 (in green) damage five times.

This way we can directly tell how the Invoke (or any other modifier) is affecting a particular spell.

Some spells have direct damage and adjacent damage, are both increased or just the direct damage?

1 Comment
2020/02/21
22:38 UTC

6

Love the game

I love this game. I don't have the attention span anymore to play games. I typically rarely finish a game and have over a 1000 games with only 20 min to 4 hours on them, with a few handfuls that were actually completed. But I'm addicted to this and it's a really fun time-waster as well. It actually pisses me off because I play a bit and next minute I check the clock and it has been 3 hours! I hope the progress continues and looking forward to it.

Questions:

  1. I forget the name, but what is the stone of negation? The one where you lose 3 health or can leave.
  2. Also, what exactly does the curse event do where you can heal or curse your enemies. Is this one battle only? It seems to lower their health, I think the first opponent, but I could be wrong.
  3. Why can't I discard for mana anymore? I like the changes with the mana, which actually gives it some purpose because at one point I started to wonder what's the point? It almost felt irrelevant before. But there is a lack of non-mana related cards now.
  4. Lastly, what is the point of the card that gives you one mana, but hurts you every turn? I have yet to find any use for that card or worthy combination. Also, the one that gives you unlimited mana, but instead takes health? I haven't even tried that one, because it seems stupid and counterproductive. I guess if you needed a desperate blitz?

With that said I had some input about the game.

  1. You probably are already considering a new class (I believe the rogue?). But it would be nice to have more strategy and options with the classes. Perhaps, not such a linear upgrade tree. I'm not sure why the unlocked cards I earned (have them all) no longer work for me. I use to be able to drag them to my starting deck. It must be hard to balance it all the more classes you add. But it would be really cool to see a necromancer, or perhaps some type of giant class where you take up 4 squares like the bosses giving you a new strategic way to play.
  2. One thing that is making it a bit stale at the moment is there is nothing more to unlock! Unlocks give me the incentive to play and try out new stuff in games. It's rewarding when you can finally unlock that "really cool looking skill etc.." I'd like to see some type of perk system for the classes that you can unlock and add to your playthrough. Perhaps, earn various customization options. I have almost 2000 gold and nothing to do with it! I also think you should give a penalty for converting your treasure to gold or perhaps just multiply it by an unlockable value if you complete that playthrough.I think you could get really creative with unlocks and reasons to use all the gold you earn. Even if it's just cosmetically. Perhaps, increase the health, damage or gain new upgrade skills to swap out of classes permanently? Even ways to level up the upgrades. If you did something like that you could allow a tier system of upgrades to choose for your class and customize it to your playstyle based on the class.
  3. I'd like to see weapons with elemental damage, and more variety of weapons. Perhaps a mace can break all shields on an enemy. Maybe a scythe that causes you to raise the dead after you kill an enemy. Like that one card that creates a duplicate, except you get a weaker version of what you killed or something along those lines.
  4. Which brings me to my next thought, it would perhaps be hard to balance, but it would be awesome to see more things to equip besides weapons. Armor, rings, whatever... Maybe a store that can duplicate a card.
  5. I think the weapons need some balancing and different stats and abilities. They all feel too similar and anything in melee range is really more risky than it's worth because of the lack of healing. Once I get a level 3, or even a level 2 spear I start to become godly. What about weapons that do various damage at different distances. Like the spear, 2 tiles away, will do 3 damage, but up close it does 1-2. Same with the bow etc. I just completed a playthrough before coming on here with a sword and it would have been 4x easier if I just had a spear. I actually used the diagonal treasure sword, which was actually pretty cool and unique.
  6. It would be cool to see more relevant events. They died out quickly to me and most aren't worth reading. At this point, I know what to select or avoid without reading it. It would be nice to see more complex events and different outcomes. Events after the first floor are usually never worth it and besides trying to desperately find a heal, the rewards are minor.
  7. My biggest complaint is that you can't be a "warrior" really, yet IMO it's the best class only because of the 2 health recovery after a battle. As I said, I don't risk losing by going in and taking people out in melee range unless I must or it's a finishing blow, because the health potion relies way too much on RNG. I usually wait until I get the spear or have 2 potions. I think you need more cards for various ways of blocking or some type of life steal weapon. The mage is a lot harder because of her health problem. There have been times where I have a really great deck, but that boss that uses that 5 damage spell uses it twice and I'm dead as the mage. Which is more frustrating and cheap than feeling I like I could have avoided it when he takes up the damn map. Learning how to deal with that boss has been more helpful.
  8. It may be really hard to balance this all, but the characters really need some balancing out to fit their proper class. One thing I noticed is once you get closer to the end, the exp gain seems to go out of control and you start to feel overpowered at that point. It also feels super linear because you seem to always unlock everything at the same point. Which is awesome in a way, but it becomes way too easy. The mid/late game needs some fixing up. It would be cool to maybe have secret rooms. Deeper dungeons or an unlimited dungeon would be awesome. Cards like the one that does 2 damage if a minion dies, the unlockable red beard dwarf card that gains 1/0 every time an enemy is hit (which I can't use anymore?!), the leaping dragon multihit one. Just a lot of the cards need some balancing, but such awesome cards and I hope they stay. There have been times where I was just way too strong. Honestly, the normal path is way harder than the darker path and I think it should be reversed.

I hope this doesn't offend the team. I absolutely love the game and I was hesitant to buy it so it was a great surprise. Consider a demo for people to try it out because I am a huge rogue fan, but something about this one really made me hesitant and I'm sure there are many more who feel the same way who didn't take a chance on this gem. Looking forward to more updates! Keep them coming! FASTER 🤐😉

Thanks

4 Comments
2020/02/20
01:28 UTC

1

Please consider adding this to your new update

Could you please add in your next update the following:
Instead of holding/dragging a card to place it on the board or to activate it, make it that you should click on it first then click on the board.
I've placed soo many cards in wrong places because while dragging the mouse i released the mouse button by mistake...
This problem is very annoying and can be very easily sorted.
Same mechanic Slay the Spire uses, which is amazing.

2 Comments
2020/02/18
01:04 UTC

2

Anyone else find it not that difficult to win after understanding the game?

It seems relatively small strong decks win. By the time I got in middle of stage 2, was strong enough to beat boss stage 3.

4 Comments
2020/01/26
17:04 UTC

2

This win felt dirty

3 Comments
2020/01/25
12:32 UTC

3

Spellswordcards: DungeonTop Strategies

What is your favourite Class/Faction combination?

How did you win against the bosses?

5 Comments
2020/01/21
17:22 UTC

3

DungeonTop release date Jan 15. Wishlist now!

1 Comment
2020/01/03
10:04 UTC

1

We are go for launch into Early Access jan 15th!

1 Comment
2019/12/29
07:00 UTC

3

Achievements are going into DungeonTop

1 Comment
2019/12/11
22:22 UTC

3

Spellsword Cards: Origins gets a major update!

2 Comments
2019/11/29
23:09 UTC

2

Not all things you find in DungeonTop are dangerous

1 Comment
2019/11/21
22:14 UTC

2

Enemy intents in DungeonTop

1 Comment
2019/11/14
22:05 UTC

3

DungeonTop alpha testing is underway! See previous post to join in!

0 Comments
2019/11/01
23:03 UTC

4

Alpha is live! Become a tester right here.

Ok we're in alpha test mode for Dungeontop! Thank you for volunteering to help shape the future of the game, your feedback is super important at such an early stage, so please do play, enjoy and give your feedback openly! https://www.dropbox.com/s/qfdpw1pzckk0q6e/Dungeontop.zip?dl=0 You'll need a windows PC and about 500mb of space, unzip to a folder on your hard disk and enjoy.

Jammy the designer is keen to also collect some formal feedback after you've played a while via this webform https://forms.gle/A5RPPHrdv15dS3ec6 and of course you are welcome to drop all your bugs, feedback and suggestions right here!

Regular weekly updates will be posted to the same link, so do update often!

4 Comments
2019/10/23
08:01 UTC

3

Battle in Dungeontop!

3 Comments
2019/10/16
08:50 UTC

3

The Blacksmith in Dungeontop

2 Comments
2019/10/05
00:50 UTC

3

Tabletop-like Combat

3 Comments
2019/09/26
23:07 UTC

3

Map Exploration

1 Comment
2019/09/18
23:10 UTC

2

A quick look at the decks so far in development (Dungeontop)

1 Comment
2019/09/11
12:59 UTC

2

History of the Council of Mages

It is somewhat contentious as to whether the Council of Mages was established prior to or after the foundation of Porthaven. There are documents tendered in the very first foundational laws of the state that indicate they intend to form an alliance with the Council for mutual protection and civilisation of the surrounds.

The Council has a strict entry policy, those who wish to study and learn form it’s archives must first tender an artifact or study piece to further the long history of the area. This rule was applied consistently by the highest councillors who govern their affairs with relative impunity. Many great mages donated to the council, some stayed and others left for adventure or peril on their own desire.

One aspiring young scribe known only as Caleb was the only non arcane master admitted to join its ranks. Years of dedication and hard work documenting the various affairs of state in Porthaven’s court and its liaisons with the council, earned him a place where none before had been admitted.

Over time Caleb went on to learn the basics of magic to aid his scribe duties. He also had a calling to nurture children although he was not wedded himself. Such was his fondness for a particular boy he found left in a basket at the great gates of the Council. After a short deliberation the councilors allowed him to raise the lad, seeing there was no other identifying marks or divination possible. “One day you will do great things!” he always reminded the boy, especially after repeated scoldings for tardiness or other misdemeanours.

Next week be sure to check out the Origins deck size strategy guide.

Until then, happy deckbuilding!

0 Comments
2019/09/06
00:24 UTC

2

History of the North

Part of the frozen wastelands to the north are actually inhabited, to many a traveller’s surprise. Not necessarily just by human folk however. Many forms of pack animals, beasts and frost creatures call the tundra their home.

The sparse tribes of the northern folk more than make up for lack of numbers by their sheer strength and individual feats. It is documented in the Council Archives that young barbarians initiate their way into adulthood by performing a solo two week quest to slay a tundra werewolf. Should they return empty handed they have no choice but to leave the tribe, so only the strong survive.

The barbarians are so adept in battle that if two or more show up they soon compete with one another to slay their foes before the others do as a matter of personal pride. Never backing down from a fight has not always worked in their favour. It was said several entire tribes perished when a disagreement drew them into battle with one another.

The largest tribe is led by Horman the Elk a fearsome warrior who wears the pelts of more than a dozen werewolves he’s slain. The tribesmen are fearsome, yet they won't attack unless provoked. The Council of Mages once forged an alliance when facing a threat from a common enemy, the Demon Lich. It is believed that Horman although somewhat aging now, still honours that allegiance.

Next week be sure to check out the history of the Council of Mages.

Until then, happy deckbuilding!

0 Comments
2019/08/30
12:18 UTC

2

History of Karim

The earliest archives in the Council of Mages describe Karim as a monarchy, established by a sea faring prince long before the creation of neighbouring states. It was said a kraken forced his ship and crew destined for the far eastern coast to shore, dashing his ship and forcing them to seek shelter above the wave ravaged cliff face.

With nowhere else to go, the prince and his surviving crew established a settlement and placed a warning spell there to ward off other ships from entering the kraken territory. Over the years the kraken aged and was defeated, or so it was told. The settlement opened as a port, and then eventually great artisans were invited to build the original palace walls.

The two generals of the new king, eventually had a falling out. One followed Corin, a paladin of the light, whilst the other worshipped Garos, a denizen of the 4th hell. A duel ensued and the winner was granted ultimate control of the king’s army. It was suggested the demon worshiper cheated, but nevertheless warlocks soon became employed in the service of the king thereafter.

In recent times the king has aged, and some reports say he lies ill on his deathbed. Meanwhile his generals transpire to raise even more recruits for their army. To what end is yet unknown.

The story of Demontide can be discovered throughout the game. Next week be sure to check out the history of the Northern barbarians.

Until then, happy deck building!

0 Comments
2019/08/23
02:49 UTC

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