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(+1)

Cant rate since I didn't join but I did have fun on it! 105 turns to complete

So to summarize my thoughts:
- I didn't read the tutorial clearly so there was a learning curve at first. Having H to reopen it helped alot so I could learn without resetting the run.

- Without a deck viewer the mid game got kind of hard as I had to just memorize what colors I was going for, not too bad once you get the seagull treats and start culling your deck of anything that isn't of your 3 colors. But definitely wasn't the most fun part of the challenge.

- The balance between drawing / culling, and getting points was great, alot of looking at your hand and deciding "is this a draw/cull hand? or is it a score hand? it made turns more dynamic since I couldn't just look for the best score every time.

- Took me a bit to figure out how to buy things, I had to reopen the tutorial to be reminded.

- Seagull treats took me a bit to figure out. At first I thought they would break open the mid game by permanently getting the seagull. This was wrong, then I was disappointed that I spend 24 to discard 1 card but I bit the bullet and kept buying treats. This was also wrong, they weren't 1 time use and I dint need to keep buying treats, just needed to redraw them! which did crack open the mid game! just in a different way! Getting cards that are used to modify your deck was super interesting.

- Visuals were somewhat static but dragging cards and buying them felt good enough.

- I think its truely impressive that you managed to create a game with distinct phases of the game. Early game is simple, you buy ice cream of 1 color and match. Mid game you start to transition into getting tier 2s and going for new combos. Late game you are switching between deck management via culling singles and scoring, you need a good score to get sundays, and once you have a sunday getting score opens up and you speed to the end.

Overall really great work had a blast clearing this one.

some QOL that would be nice for a game like this that like fitting into a jam would have been hard so it makes sense if it wasnt added:

- Deck viewer so you don't need to remember what your trying to snipe, especially since the colors dont have any effects to recognize them by

- Clicking on cards in your hand to teleport them to the first open slot in the market, since order does not matter.

- Discard/Draw pile counts to know when your deck is about to shuffle.

- The ability to end the turn with empty slots, It felt bad when I had a seagull and cake, and had to just slap in a cone for the sake of clearance. Especially in the mid game where I would just straight up skip turns looking for seagulls or better hands. At a certain point a bad hand just isnt even worth playing.

Thats all my thoughts! Thanks for making this is was alot of fun