Missile Cards - nathanmeunier
Hey folks, thanks again for keeping me posted on bug reports! Patch 1.0.6 fixes a few recent crashes and bugs reported by players in the later stages of the game.

The biggies:

1) Fixed a few sneaky bugs that were throwing crash errors during base 5 / the final boss level.

2) Re-fixed the firewall cards sometimes not clearing single hack cards on the conveyor in base 4.

Both of those were tough to sort, as they're fairly rare and were hard to replicate on my playthroughs. I was able to update the code, test it out a bunch, and we *should* be all set, but please do let me know if you run into any more issues with those two problems or any other bugs~

Side note: While it shouldn't impact things at all in this PC build, update 1.0.6 includes a handful of UI room positioning and behind-the-scenes tweaks for an upcoming iOS port -- these shouldn't impact gameplay at all on the PC version. BUT, that said, if you see anything weird or if pop-ups appear in unusual spots, please let me know, too! :)

Thanks again everyone! Really appreciate your support. If you're enjoying the game, don't forget to take a quick sec to leave a review! Appreciate it!


Missile Cards - nathanmeunier
Nice surprise! PC Gamer just posted a really positive write-up of Missile Cards! An excerpt:

"You'll need to play lots of hands before you can become a Missile Cards powerhouse. But it's easy to play a lot of hands: each round only takes a few minutes, so it's perfect for short and mostly sweet gaming during your breaks, at lunchtime, or when you've got a few minutes to kill."

You can check the rest of what they had to say about Missile Cards right here!
Missile Cards

It's a Missile Command situation: comets and bombs plunge from alien skies toward your base, and you need to defend yourself before you're wiped off the planet. Your defenses come in the form of cards: laser cards and missile cards, primarily, in this turn-based game from developer Nathan Meunier. Missile Cards is a bit of a casual game in that it's easy to learn and playing a hand only takes a few minutes. But it's tough challenge, and winning even a few consecutive hands isn't so easy.

Your base has a main module, which begins with a few ticks of health, and two sub-modules on either side, which can each take one (non-nuclear) hit before being destroyed. Cards—which represent both the falling threats and your defenses—cycle through an airlock, one by one. When a threat card, like a comet or bomb, reaches the right-hand slot, it appears in the sky over your base and begins to fall. Your defense cards, meanwhile, need to be picked up and placed in one of the four empty slots above the threats. It takes a few turns for your defenses to charge (there are also battery cards you can use to fill them more quickly) before they can be launched to destroy the threats.

There's an enjoyable bit of strategy involved in defending your base. If a two-point comet is about to hit your base, and you've got three points of health remaining, should you use your four-point missile to take it out? Or should you let it hit, in case a four-point comet appears later? Discarding cards can power an unlockable laser defense weapon as well, so there are times when it makes sense to throw away a powerful defense that needs time to charge in favor of powering your laser for a quick strike. You can also collect extra points with a tractor beam card, but that beam needs to be charged (so it'll take up a defense slot for a while) and takes a turn to use, which is risky if there are a lot of threats incoming.

Strategizing is fun: it's satisfying to plan the use of your cards carefully and a relief when a risky gambit pays off. However, Missile Cards can often feel unfair, such as when there's a long line of threat cards cycling into play and you simply haven't had enough powerful defense cards to fend them off. I guess that's just card games in general: You can't win every hand of solitaire, right? A string of losses, when I never have even the slimmest chance of winning, does put me off a bit, though.

There's also a progression system, and earned points can be spent on upgrades. Some are card-based, like a missile that can be manually targeted at the threat of your choice (typically, defenses will attack the nearest threat), a base-repair system that can restore modules over a few turns, and more powerful cannons and energy weapons. You can also slowly add to the starting health of your base, unlock a forcefield, and add a base-regeneration power. These upgrades take a long, long time to earn, as points for upgrades are doled out very sparingly, so you'll need to play lots of hands before you can become a Missile Cards powerhouse.

But it's easy to play a lot of hands: each round only takes a few minutes, so it's perfect for short and mostly sweet gaming during your breaks, at lunchtime, or when you've got a few minutes to kill. Missile Cards is built with GameMaker Studio and has a nice retro feel: attractive yet simple graphics with a catchy chiptune soundtrack. You can pick it up on Steam for five bucks.

Missile Cards - nathanmeunier
Whew. It's been an intense few days. Thanks so much to everyone who picked up the game during launch weekend! Feedback has been really positive and encouraging so far! I'm really psyched to hear people are having fun with it.

If you're enjoying Missile Cards, please don't forget to take a quick second to leave a Steam review! That's really important, and I super appreciate you taking the time to do that ASAP!

Patch update 1.0.3

Thanks a bunch to folks who've emailed or posted about issues! So far, the bug reports have been pretty minimal and minor, so I haven't been rolling out massive patches - just small quick fixes.

Version 1.0.3 just went live, which fixes an issue where there were more hack cards than firewall cards in LV 4. There are now 3 each, making it possible now to achieve the no-hack bonus mission on that base.

Also, since it's pretty tough to get a no-hack win unless you get at least one firewall pretty early on, I've set it so you only have to get one no-hack win vs 3.

That's all for now! I've got a busy week ahead, but definitely keep pinging me if any other bugs or issues arise. There are a few non-critical things I'm looking into, but we should be in pretty good shape.

Missile Cards - nathanmeunier
Hey all! Just a quickie patch before I pack it in for the day. Be sure to have auto updates turned on for the latest fixes. And if you run into problems, restarting Steam should also work, too.

v 1.0.1 Updates:

* Fixed major HACK card bug in Base/LV 4. Cards weren't destroying when you triggered the firewall cards. Should be fixed now.

* Lowered the price of many of the card store unlocks.

That's all I've got for tonight, but be sure to ping me if you have any problems. I'll be keeping my eyes open over the weekend for any other bug reports!

Also, if you're enjoying the game, don't forget to leave a review! Really appreciate it!

Thanks again!
Missile Cards - nathanmeunier
Whew. What a crazy week! I'm really excited to FINALLY be able to share this crazy strategy defense card game with you all.

If you grab the game and are enjoying it, PLEASE take a quick second to leave a Steam review this weekend! Those are really critical, especially early-on during launch. Only a very small percent of players actually take the time to leave reviews, but they're super important for indie devs.

And if you run into issues or aren't enjoying the game, please let me know and I'll see what I can do to improve the experience!

My Quest to 5,000 Steam Sales on Launch Month

You can read all about my quest to break even here, but the TL:DR version:

I've set a baseline goal of selling 5,000 of the game in the first month on Steam. That's roughly the financial break even point for the game's development cycle.

I sling words full-time as a freelancer for a living, but I'm pushing hard to make more interesting and unusual games. I have other projects in the works, but my time is limited due to having to work FT. If Missile Cards does significantly better than the minimum 5,000 break even point this month, that'll mean I can start considering my options for spending more time on gamedev.

That'd mean a hell of a lot to me.

Anyhow. Thanks for reading this and checking out the game! Don't forget to leave a review and let me know what you think! ;)



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