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Feedback:

  • Nice visuals
  • Nice background music, maybe it could change the lower the player goes?
  • Good introduction text. Not sure I fully understood everything, but I guess that's always the case with upfront infos and not having played the game.
  • Usually the first dig session feels some what unmeaningful. By that I mean, you can just click trough all the cards. I'm sure it's not, because performing better on that level also helps with the next ones. But having to decide which things to +10% when everything is at a 100% feels useless. I'm sure how to solve it, maybe just a different set of cards?
  • A major question mark for me is: When the progress bar is down, why do the remaining cards stick around? Because the main aspect is to balance when to a negative card and when a positive. So using everything at my disposla to avoid using to many negative cards, when I get to the end so that no new cards are coming, I still have to use up the one on my hand.
  • At later stages when the stats are close to 0%, ex. my health is 30% and I'm doing everything to avoid taking dmg. Just to realise I could never have made it in the first place, because I only got one "discard card" and 3 -10% health cards in the deck.
  • I think it would be better when the player can just barley make it, using all possibilities to avoid having to use some of the cards (not just with discarding them)
  • It might not make so much sense in terms of a card game and once you have cards in your hand you have to use them or discard them. But it might make sense "storywise", you use all your card to dig further down and once broken through to the next level, you don't need the remains cards anymore.
  • Also I feel there needs to be additional dynamic based on the levels, the stakes should be higher the lower you go. They do, because you have to get all the way back again. I think the deck should be different based on the level.
  • I'll definently play this some more and I'm looking forward what's more to come
(+1)

I appreciate the feedback!  The bar was meant to represent the number of cards left in the deck, and I was split 50-50 on whether I should end the floor when you get all the cards out of your deck or when you play the last card.  I ended up going with playing all cards and adding the "storing" system as a compromise.  I'm working on a post-jam version, and I'll definitely try ending the floor after all cards are removed from the deck.  I do think that could solve some of the issues of being stuck with all "take damage" cards when at low health.

Lower levels do actually have unique misfortune cards, but they still have a chance of being rerolled as misfortunes from lower floors.  Plus, you keep those lower floor misfortunes in your deck, which dilutes it more.  I'll definitely look into making each level feel more unique!  Your suggestion about different sounds for each level is a good one, and something I definitely would have done if this wasn't a jam game.  The post jam version will definitely do this.

Yeah right, differnt misfortunes on lower level and the positive card the player has to buy. I don't know why but it feels strange only having added more negative cards when going lower, while the positive cards stay the same from the beginning. I need to play it more :) 

Hhmm... it makes sense, the you bring your skill with you so then the upper level are easier, but maybe this was the thing with that the become a bit unmeaningful. Once you have some more good cards, 1 level is "useless". Can't really put my finger on it.

Do always all card bought cards get into the deck? Together with all of the negative one from a level, always all of them?

Imagining a character going through a level, there is a certain amount of thing it has to do to get through, but not necessarily has to use all its skills available.