Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

hey, thanks for the feedback, and i'm very grateful for the VOD! sorry that i wasn't there to see this live

R-Shield adds a shield every 6 SP as its use-effect. i'm a little undecided if it's too weak as it is in its C-rank state, but when it upgrades it adds shields quite a bit more often

i know what you mean when you say the game feels RNG. my aim is to make it feel like the different skills offset the inherent RNG of the draw in some way (by making it easier to pick up cards/do longer chains/gain bonuses when inactive) so players don't feel punished when they don't draw a card they need.
i think there is some kind of tutorialization that i'm missing for teaching players that not expanding into different "skill colors" will leave them with a weakness in the "skill color"'s related area

i think 'Draw SP' is kind of a clunky term too, but haven't figured out a better phrasing yet. currently the rogue character adds 'free draws', so calling them 'draws' would be confusing. 'draw points' probably wouldn't imply the link between gaining SP and getting Draw SP that i want

i'm glad you noticed the "left to right" concept even though its a minor part of the tutorial! it's not as big a part of the game yet as it could be, so i currently only mention it the one time in the tutorial