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There is a lot of depth to this game and brainpower to be expended on strategizing for it, which is pretty rare for a jam game (this is probably our first card game) - so the complexity must be commended. Agree with the others that the explanation/learning curve is pretty steep because of the interactions - you are definitely taught enough to start playing, but not enough to progress far. I think it's a valid design choice to hide the values of potential damage and similar indicators, so that the player only sees their success in real time as they commit to a play. This is similar to some card games like Balatro, where the information is available but not given. Also, not moving the cards seems annoying, though it is valid after the first turn, as it means you have to think about potential chains and deathsbefore you start placing. Still, balancing between quality of life and intended difficulty/thought required is important, and that's just something you can experiment with. Explicit rules and formulas for chaining at the minimum would definitely help, or even visual indicators for valid chains. Also, having labels for health and attack on the cards would help. Somehow, I kept forgetting which was which, and it also didn't show current values. Lots of mental energy required. But it is a card game after all! All this stuff is both an obstacle to players and also the source of difficulty, so don't think of it as a problem, just a trait!