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(+1)

Nice prototype! I really like the concept, and the choices feel good. However, the five cards I selected don’t seem to end up in my deck(I’m only able to use three), and then it says I’m out of cards. Maybe I’m missing something. The turns could also be a bit faster, and it’d help to make it clearer whose turn it is. Overall, there’s definitely a lot of potential here!

(+1)

Thank you for playing and for your feedback.
The 3 cards you had are correct, unfortunately I didn't have time to write in-game instructions and I will add more info in a few hours on this page. In the meantime I made a video that might help to understand better the game.

Anyway, the them is Though Choice, so in addition to the choice at the beginning of the game where you loose randomly cards, you have to choose which card to remove from your deck to use as avatar. So, you are left with 4 cards.
At this stage, your hand is made of only 2 cards (I planned already how to increase it with other choices, once I can work more on the game). Of these 2 cards, you have another tough choice to make, keep one and play it and loose the other forever. With 4 cards left after choosing the avatar and 2 cards per hand where you loose one each time, you have in the end only 2 cards to fight with (and the avatar is the card to protect).

I need to add options, and yes, one will be to have faster turns.

About the sequence, that's again another tough choice. At the beginning of the Turn everyone roll a die and adds it to their base initiative stat. Then the game follow for that turn the order. Since you don't know who is coming next, if again your card or an enemy one, your choice in the battlefield need to be well considered. At this stage with not so many cards and all of them just creatures, it doesn't seems that you have many different strategies, but later more combinations should be possible, so you will have to play knowing that after your turn anything can happen and you have to make your plan B in case things goes in a different way.

I will definitely develop the game more, I really think too that there is a potential for a nice game that need further development.

Here the video that might help you a bit until the instructions will be written on the game page:



Thank you again! :-)

I have an idea instead of the random dice roll you could invest in 3 tings on your turn . 1 defend for shield . 2 Attack for damage or 3 ready up (focus )to win the initiative.  

If you have a Minotaur as example with a heavy attack that needs 1 turn to charge you want the rest of your team to gain the initiative.

(+1)

Thank you for the proposal.

When this investment will happen exactly? Before a new turn starts?

And if you invest in Attack for example, who is going to benefits from it? One Creature only? All of them?

About the initiative, I am not sure to understand, the whole team goes before any of the enemy's units? What if the enemy too invest in the initiative?

In the meantime I wrote down all (I think) the instructions for the game on the game page, if something isn't clear and you want to check it out.

(+1)

I got all states of the game now.

My idea :
ok the initiative is now random. You could have Units with speed or have an action where you gain speed like cheer or something. 

You can also give a unit speed so the turn is something you can win. 

When you have other abilities like counter / intercept / agro and block . You can loose that and use other tactics. I think you can Make the attacks / bloks / boosts / play new card  more interesting.

If you need ideas/ perks / unit special abilities feel free to ask for suggestions.

Thank you. Yes, I will definitely continue the game development and try to involve the community for the creation of new cards.

Such cards you have suggested, like increase Initiative value and such, were already in program to be released during the jam in the exploration part. Unfortunately I couldn't work every day on the project, so I cut them out. If I had even additional free days to work on the project, even equipment was supposed to be added, like armours, weapons and such, each of them with their "heathbar" to make them consumable. Anyway, lots of things to do for the future, and if you follow the game development you are more than welcome to participate in the discussion threads I will open :-)

I have three other projects that need to be completed as well in the next months, along with the reform of my house, so hold on. Development will not be super fast, but I'm a full time indie developer, and if I don't have freelance work I can focus on my projects and develop them at good pace.

Thank you again for your suggestions and enthusiasm for the project! :-D

I will try to release a quick fix version of the jam in the next days. Not big stuff, but enough to try to give it another go ;-)