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(1 edit)

Great visuals and it's cool that what you have here is a proper card game engine with CPU enemies. Speaking of which, I think CPU 2 should wear an eyepatch just to look more evilish.

Tutorial screen, although well designed, has a lot of text, which jam game players usually don't read, so how to make mechanics more intuitive and explained ingame is a constant problem to be solved, I don't have any ideas about that really but can tell you what had me confused. 1) How to play a card - it didn't took me long to figure out, but still awkwardly long (maybe I'm blind). 2) Despite reading the instructions, I was still confused about the goal, or what the actual impact of the "impact" is, like I wasn't sure what's the point of minding the ecological impact and does it matter at all or is it just some sarcasm. 3) The total stats such as total income would be nice to have, I couldn't find a better way to get that info other than squinting my eyes at little numbers on deployed cards and adding them. Hopefully, it wasn't just me missing something obvious.

A purely technical issue that you may be aware of, there was no way to properly restart the game, neither from the button at the end nor from the main menu.

A lot of this is down to polish, so I'm looking forward to trying it again in a week.

Thanks for all the feedback! This will be helpful for polishing and refactoring things in the next sprint.