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(1 edit) (+1)

I like what the creator is trying to do, and I have a sense of the direction this design is attempting to move in. 

The mechanics of the combat system feel very fiddly.   I don't think the difficulty level of success matters so much... or at least I don't see a reason why I should care.  If I understood the "story" more this wouldn't stick out so much.  However in the game's current state, I feel the difficulty is immaterial, or should at least be variable based on how difficult of a challenge the player wants.

Given the complexity of the interactions (especially the "drawing table", the rule-book would have benefited much by having a sample diagram of the card layout. Alternately, using a tableau (card) showing that layout/priority visually to the player would be an opportunity to eliminate some of the complexity of moving from reading the rules to playing the game.

The game lacks a story or journey.  As a "proof of concept", this entry demonstrates a core game-play loop that functions by itself, but needs further narrative before it feels like an actual game.  The general "fantasy battler" theme is informative, but even as a mechanical prototype, I would like to see a little more flavor informing me of the setting that the player is engaging in and would also help to inform the choices in mechanical design.

thanks for rating, I'm aware that i didn't tell the story in way that people could easily understand and have a motivation for playing the game, next time i intend to add diagrams on how to play to make it easier as well as a link to a how to play video but even I'm not happy with how the battler section of the game turned out and i can see all sorts of things that would help fix that, but most importantly i think ill have to do a better job setting up the narrative and maybe favor text on all the cards would help either way i learned a lot from this thanks for being blunt this feedback really did help me