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(+1)

This game is pretty cool! I enjoyed poisoning myself in order to learn what the status effects do.

I would definitely limit the amount of cards that can be in your hand. It can be really difficult to select the right card sometimes. Perhaps there can be a draw pile for any cards gained beyond a hand limit? I saw in another reply you said you plan to add an infinite pile of rocks, which would be nice. Kind of reminds me of the squirrels in Inscryption.

Also, my deck didn't seem to be clearing upon death? I still had all the potions I brewed in my second run.

I also think the game might be too difficult. There's a certain extent to which resource management and preparation should be required, but sometimes I find myself in a situation where I'm not even sure it's possible to get out of. This might be advanced, but I think it could be smart to write an algorithm that simulates a playthrough of the entire dungeon and checks to ensure there is at least one possible way to beat each path.

Thank you for taking the time to play! Your deck persists if you win, and reverts back to the last persisted state if you die. I think some proper messaging and animations would help with clarity here.

I definitely think the game needs more balancing, but it will likely be focused at the card level. The decks you play against won’t be randomly generated in the future, but will instead be the decks that other players have built by playing the game themselves. Cards in your hand map 1:1 with a crypt. For this reason, I don’t think I intend to add anything that will pre-run the deck to ensure it is winnable. The balance between winning and losing against other players is important to the overall concept in my mind.

All that to say I agree in a single-player concept this is a problem but hopefully the multiplayer context will alleviate this.

Thank you again for leaving such thoughtful feedback!