Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is an interesting concept!

Even with the tutorial, it took me a while to understand what to do. After I played the game, I read the description text, and that was much more informative (fortunately by then I had figured it out). Even the tutorial didn't make it clear that I needed to end my turn. Perhaps the turn could end automatically once the player has done both moves?

I like how the menu has you use the game mechanic to pick main game or tutorial ... but I did sit there for a while thinking they were all buttons and unsure about what the difference was between "main game" and "play" was. Maybe have the "play" card animate a bit every few seconds to encourage clicking on it?

I couldn't figure out if the colors were relevant or not. Do words with the same colors get more points when attacking or defending? Or is it irrelevant?

I think it would be neat if there was a bit more strategizing to do (or maybe it was there and I just missed it). Like if you had some idea of what sort of sentence was coming up next, you might have a better idea of what words to hold onto instead of using them to shield?

Anyway, I enjoyed exploring the concept, and hat tip for actually using the jam theme! 

Thanks for the feedback! More people struggled with the menu than I expected, it definitely could use something to indicate dragging cards (which I wanted to use in the menu to show how things are controlled in game). 


The colors are slightly relevant but I didn't want them to give the full picture. Every word is internally a 4D vector, but the color of the cards uses only two of those dimensions. It's meant to hint at what could work, but not be the best strategy.