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(+1)

I struggled knowing exactly how the game mechanics worked, and the cards would often not go back down. I also sometimes could not place a card even though I met all criteria, so idk what happened there.

The game design itself coudl be improved, there's a lack of feedback from doing actions. The objective could be clearer (I did find the small button on the right corner a bit vague) -I'm sure there's a way to implement the objective in a more fun way :) -> (goal is to build [school]) -> and so on.

Also the "evil" cards, in my opinion, should not give anything. Giving me 30 coins for skipping school did not feel evil, I felt more rewarded. So the cards needs more balancing in my opinion :)

Except for that the style is great, and a fun and creative take on the theme! 

If you press the “!” it explains the objective, maybe should have made it easier to see. Thats weird, on all my plays i never had a problem that i cant place it, maybe it was a building that you cant place twice.

Why would you play the bad cards if they dont give anything tho, bad cards give a big reward at cost of giving you evil points, balancing the scale to the bad side.

(3 edits)

Maybe not give players the option to get a building you've already placed? I found that annoying as well now as you mentioned it.. Why would fountain come up twice if  I can't do anything about it :P

Haven't you designed the game so you have to play the bad cards? I thought the point of the game was to keep a balance between good and evil, (aka too much point on either side will result in a loss) - Sounds like I misunderstood

Edit: In your description it says "...maintain a balance between good and evil.." The way  I depict that is, if you have too many points on either side, you will lose.

Yeah, too many points in either side you lose, so you have to play the bad cards at some point and if you play too many bad cards you have to play the good ones or the scale will break.