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(1 edit)

Far too difficult for me. I can imagine no world where a player seriously attempts a royal flush in this game. The slightly diagonal vector of the projectiles in general make them hard enough to dodge even without paying attention to cards. With how tightly timed the attacks are around you constantly moving, the player should at least be allowed to buffer a card drop while moving to a space. The fact that the enemy firing the projectile is on the left side of the screen while the next cards are on the right is quite frustrating. The dragon's health bar is just ridiculous to take on with only 3 hits to work with. The timing of the danger indicators on his patterns are misleadingly early. This effect is most egregious on his "attack from above" pattern, which incidentally has the second most frustrating path of all the projectiles in the game after the mimic's homing fire. I think if you want this to be accessible to an average person you'll need to tone down the difficulty and/or give the player a "turn" where they have a period of time to freely set down cards, sort of how "player attack" and "enemy bullet hell attack" are clearly seperated phases in Undertale outside of one exception. Besides the placement of the enemy and the "next cards" window, I have no complaints about the presentation and was amused by the writing. Great work!


Saw two bugs: checking the list of hands during battle makes the game claim it is paused while it is not. Pressing enter repeats the last dialog spoken no matter where you are.