Skip to main content

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

Neat thing! Beat it in two. The two separate resources make for fun multi-dimensional decisionmaking. Always fun to see what happens to the deckbuilder design space when a different mechanic becomes central - in this case, meta-scaling. 

On that front, the non-scaling payload cards (i.e. axolotl, map, mole) feel like a trap to me. Maybe they help you out at the start, but they only bog you down near the end of the game. May some sort of action-card-specific synergies are in order? "The next action card you play is played twice"? "Action cards are free this turn"? 

More broadly, I think the game could use some more diversity of viable strategies. Right now I suspect all winning decks are roughly the same-- one or two big, pumped-up scoriums that you try to play as often as possible. There's decent flexibility even within that, but it'd be nice to have some other win conditions. Something with action cards? Lots of smaller scoriums?

Anywho, fun game! Looking forward to see where you go with it!

ty for the feedback - totally get what you're saying. i'm simmering on a card & content update right now and i could totally use some ideas like this for some secondary archetypes that would make the game more interesting!

Cool! I'll do some pondering and see what I can come up with.