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I enjoyed this game a lot! Really awesome how many effects there are--it leads to a lot of different strategies. I also liked the trap mechanic a lot! It made me think a lot about whether it was worth tanking more damage or clearing the enemies, plus having to change your deck after can sometimes be pretty good and other times costly. The visuals are very cool and the music is fitting.

Here are some feedback notes if y'all decide to expand on this:

  • I had a lot of trouble for a while figuring out how things worked. Once I figured it out though it was rewarding! It's also good that the enemies early on aren't too punishing so you can sorta mess around and figure things out. Still felt lost here and there though.
  • Sometimes it's very hard to read enemy intents because they overlapped with other enemies.
  • The charged attack intent wasn't immediately clear to me, I originally thought it was just a very strong (immediate) attack. I know I should have hovered over it, but for some reason I just didn't do that. Maybe I saw the number and just thought "oh that enemy is going to deal that much damage to me."
  • Sometimes text can go off screen (e.g., if you hover on something that has a long description that's on the far right).
  • The final boss didn't feel that rewarding. I think I basically stun-locked/froze it the whole time and racked up burn damage. Not sure if that's just because I was very strong or something--but that's what it felt like for me as the player.

Overall, great job! Spent a lot of time playing this, it's very fun :)

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All great points! I’m sad to hear the tooltips didn’t correct themselves when spawned by the edge sometimes, as that’s a problem we worked to solve and struggled to reproduce, but there will always be those “edge” cases, I suppose. :’) Everything else I’ve definitely noticed and fully agree with you. We definitely plan to expand on this game, and look forward to improving on these factors and more after the Jam.

Thanks for playing and for the feedback! I’m glad you enjoyed it!

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From a more "technical" standpoint, the tooltip system is kinda wonky on the web exports for the version of Godot we're using. Will be fixed in 4.3! Just like an additional like 6 big things we had to find work-around for...

We definitely have been wanting to make an interactive tutorial, or at the very least a video tutorial. Give the game a look-up in a month or two to see what we come up with!

As for the final boss, and all the enemies for that matter, the balancing was very... Shall we say, instinctively done. And by that I mean thrown together willy-nilly. The boss "cleanses" a few status effects each round which is supposed to balance out the freeze/stun solution, and burn almost directly counters it! Balancing could definitely use some work.

I'm glad you enjoyed it! Do tell people, we're always looking for feedback. On that note, good feedback. Very helpful.