To the Development Team,
I am a veteran CCG player with extensive experience in titles like Hearthstone (multi-season Legend), Marvel Snap, Magic the Gathering, Mythgard, and a huge Star trek fan. I really enjoyed the Star Trek Warp demo—it feels unique and fun, even with its familiar roots.
Onboarding & UI
Tutorials: I found the tutorials a bit too brief. I recommend extending to introduce more complex mechanics.
Definitions: While the hover-over tooltips are great, some keywords are missing such as Momentum.
Gameplay & Pacing
Game Length: Matches currently feel a bit long. I believe a target of 5 to 8 minutes would be the sweet spot.
Shield Mechanic Balance: In its current state, Shields feel overpowered. If my attack is lower than the shield value, I do zero damage, which can feel impossible to overcome. I suggest two options for a rework:
**Option 1 (Depletion): **Decrease the shield value by 1 every time the character is attacked (e.g., Shield 2 lasts for two hits).
**Option 2 (Temporary Health): **Treat Shields as a non-renewable health buffer that must be depleted before hitting the main HP.
**Enterprise NX-01: **This deck felt underpowered (also the Grappling Hook card), particularly when facing shield-heavy Enterprise deck.
Missions & Progression
Quests: Please ensure missions don't feel like a chore. I recommend a system similar to Hearthstone where I can stack up to three daily quests, access weekly quests, and have the ability to reroll quests. This allows players who can't play every single day to stay competitive without falling behind on rewards.
Content Desires
**PvE Content: **While I enjoy ranking up in PvP, I would love to see robust PvE options. Star Trek is perfect for story-driven missions for each ship and tactical "puzzle battles."
I am very impressed with what you have built so far and would love to provide more feedback or answer any questions you might have. Keep up the great work!
Best regards,