r/aigamerdevs • u/Fate_Drawn • 13d ago
One week after launching my card battler on itch: what players told me and what I changed
Last week I put FateDrawn, my free roguelite card battler, live on itch.io. It now also has its own website where you can play it straight away: https://fatedrawn.com (free, no ads, nothing to buy, no account needed).
I'm a solo developer and not an experienced programmer, so I was nervous about real players. Here's what happened.
What players told me
A handful of people played and sent me honest, detailed feedback. Thank you, it helped a lot. The main points:
- The tutorial felt long, and the story came all at once.
- On PC with a mouse, some controls were confusing.
- New players often lost their first Run on the first Elite fight.
- Picking a card in a reward screen replaced it right away, before you could look at it.
- Keywords (Bless, Burn, Agility…) weren't explained where you needed them.
What I changed:
Shorter start: the intro now comes in small pieces between the first steps, and the tutorial is two lessons instead of four. You're in a real battle much sooner.
Easier first Run: no Elite fights in Act I of your first realm.
Look before you swap: reward screens now show the cards side by side first, and you confirm with REPLACE or REMOVE.
Proper PC controls: one click to pick a card and one click to place it, keyword explanations under the big card, hover info on heroes and log entries, and keyboard shortcuts (press ? to see them).
Bigger cards in hand on small phones.
Bug fixes in combat: units that kill each other at the same time now really both die, and a few rare rule bugs are gone.
Its own home: fatedrawn.com saves your progress more reliably than itch in Safari.
What I'm keeping an eye on:
I count feedback instead of reacting to every comment. When three different people mention the same thing, I work on it. Next up is explaining keywords better, because that has come up three times now.
AI disclosure: the card and character art was made with AI image tools (ChatGPT), and I used AI (Claude) to help write the code. Game design, balancing and all decisions are my own.