Skip to main content

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

Really cool idea and really really great visuals. Took me a bit to internalise the rules and apparently couldn’t wrap my head around what cards can block in what situations (I was confident and wrong so many times hahah). Even still the symbols when I can attack or block helped a tonne. A really fun puzzle to figure out best execution order. I may have just been bad at keeping track but I assume the deck resets after each battle?

Could be fun to pull from trick taking games and take advantage of fuzzy card counting, having some idea what’s left in the deck based on what you’ve played (obviously perfect math would make this a little insufferable so probably would need some light randomiser). Just would like to have consequences for what cards I play, Maybe I take the hit here cause I really don’t want to use all of my kings early sort of thing. Also would force players to try and only ever spend the exact number they need no more.

Really fun concept would love to see what this could be expanded into!

(+1)

Great feedback! Thank you so much!

Regarding "the deck resets after each battle?", the short version is it doesn't. Played cards go to the bottom of the deck, and new cards are drawn from the top. I DEFINITELY should've telegraphed that better (or at all). I wanted to add animations so you could see what each card did and where it went, but I had to cut that for time.

That's an interesting idea about trick-taking. I hadn't considered that. I had an inkling the player should have more control over what gets put into play, but I couldn't think of an elegant way to do it. It's nice to have that assumption validated, and that sounds like a good thread for me to pull on. It might also work well with some other risk/reward stuff I wanted to implement but didn't get around to.

Thank you again!