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Ooh, a spirelike! Though there's not a lot of in-game text, I was able to figure it out pretty quickly -- but it could definitely use UI helpers for the more confused. The amount of sheer references in the cards was nuts, I was laughing for a solid few minutes going all of them!

  • The actual game progress felt alright, randomized card pickups were pretty steady, and the combat UI is not bad!
  • I couldn't tell what cards were doing until I used them, since I think my UI scaling was broken at 21:9 and I had no way to windowify the game
  • The game progression felt pretty linear despite the randomized deck for each run, since it was one long path to the end of the tree, which caused me to get tired of doing another run after the first few... though the background was built for the single path, there could be room to move to procedurally generating runs and multiple paths that converge to add some flavor and variety to keep engagement up!
  • I couldn't quite tell how much I healed or got damage boosted from the KFP shop (unsure if it was from the above UI issue)
  • Opinion: hover tooltips could be a useful way to convey denser information in a single packet for the various cards and effects during combats

But from the card gallery and all of the little visual details and references in the world, I could tell you really had a vision and a passion for this -- so I'm glad you were able to execute on it. Thank you for submitting! 🙇‍♂️