Ran through the campaign and a few challenges. I like the puzzle gameplay with very unique card type gameplay. I would love to see some cutscenes or art instead of dialogue. The pacing of difficulty was well done, and the tutorials worked nice except maybe have the tutorials automatically progress when you complete the requested action. Great work on this and I hope you make more levels and progress on this.
Pretty cool, love the concept and gameplay. Played through everything. One change that this desperately needs is to make the cards in hand a consistent size - when I only have a few cards in hand, the cards get stupidly huge.
The game has a neat idea and after getting the gist of it I could advance through the main campaign without much issue. Some solutions are tricky and entertaining to find. The input/output system of the cards was very understandable and felt natural.
It took me a while to realize how important the clock is and that it had a resource associated with it. Also the fact that it could be used multiple times flew over my head initially, I guess I wasn't putting much thought into my actions while following instructions. I believe the clock resource should be separated from the others since it is that much more important.
I don't understand why the number of cards in your hand has to appear with the other resources. The board space management is a bit weird, there is a huge bottom space for you hand, a tiny space for played cards and an even smaller one for upcoming cards. Why are some cards labeled as "start in your hand" when your hand is predetermined by each puzzle? It also limits the kind of puzzles you can make without much gain.
I tried the challenges a bit, but they felt too overwhelming to me. Too many resources to manage, multiple cards to draw and lots of cards with seemingly random effects. And since pocket researcher requires another to be discarded for the rest of the puzzle, it made things extra difficult. I couldn't complete any of the challenges.
I had fun playing through the game, I hope you will be able to work on it further!
A few words about the demo itself, you forgot to explain what the red arrow resource is, and it doesn't look like it's even ever used in the tutorial so I'm struggling to guess what it does.
As for the game: the core mechanics are very promising, and it definitely looks like you can build something good upon them. to me it looks like they could work really well as a core for a dominion-style 2p game, where there are, say, 5 target cards to build and whoever builds 3 of them first wins. this way your current game modes can be reimagined as a single player/puzzle mode, and you get "for free" what I think would be an interesting spin on the multiplayer deckbuilder genre.
This game has a cool concept and works well, but I'm awful at following instructions and I was only able to complete one of the campaign levels. The hole is fixed.
Comments
Ran through the campaign and a few challenges. I like the puzzle gameplay with very unique card type gameplay. I would love to see some cutscenes or art instead of dialogue. The pacing of difficulty was well done, and the tutorials worked nice except maybe have the tutorials automatically progress when you complete the requested action. Great work on this and I hope you make more levels and progress on this.
The way the game is played is a little confusing, but once it starts to click it is a fun brain teaser.
Pretty cool, love the concept and gameplay. Played through everything. One change that this desperately needs is to make the cards in hand a consistent size - when I only have a few cards in hand, the cards get stupidly huge.
Finished the main campaign.
The game has a neat idea and after getting the gist of it I could advance through the main campaign without much issue. Some solutions are tricky and entertaining to find. The input/output system of the cards was very understandable and felt natural.
It took me a while to realize how important the clock is and that it had a resource associated with it. Also the fact that it could be used multiple times flew over my head initially, I guess I wasn't putting much thought into my actions while following instructions. I believe the clock resource should be separated from the others since it is that much more important.
I don't understand why the number of cards in your hand has to appear with the other resources. The board space management is a bit weird, there is a huge bottom space for you hand, a tiny space for played cards and an even smaller one for upcoming cards. Why are some cards labeled as "start in your hand" when your hand is predetermined by each puzzle? It also limits the kind of puzzles you can make without much gain.
I tried the challenges a bit, but they felt too overwhelming to me. Too many resources to manage, multiple cards to draw and lots of cards with seemingly random effects. And since pocket researcher requires another to be discarded for the rest of the puzzle, it made things extra difficult. I couldn't complete any of the challenges.
I had fun playing through the game, I hope you will be able to work on it further!
Thanks for the feedback! Plenty I can incorporate for the UI/learning curve overhaul.
A few words about the demo itself, you forgot to explain what the red arrow resource is, and it doesn't look like it's even ever used in the tutorial so I'm struggling to guess what it does.
As for the game: the core mechanics are very promising, and it definitely looks like you can build something good upon them. to me it looks like they could work really well as a core for a dominion-style 2p game, where there are, say, 5 target cards to build and whoever builds 3 of them first wins. this way your current game modes can be reimagined as a single player/puzzle mode, and you get "for free" what I think would be an interesting spin on the multiplayer deckbuilder genre.
This game has a cool concept and works well, but I'm awful at following instructions and I was only able to complete one of the campaign levels. The hole is fixed.