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Hey, saw that you tried my game (thank you for that btw, good to catch bugs like that) and decided to return the favor.

Unfortunately while the idea of combining cards with an SRPG is something I've always wanted to do (and you're off to a decent start yourself) in its current form this game looks to be very luck-reliant. The character absolutely needs a monster or an attack spell to get through enemies but the player won't always have one. Furthermore the player just doesn't get a whole lot out of individual monsters since their weapons break eventually (for me Skeletons lose their weapons faster than their health). You could pass the turn over and over to draw more but eventually the enemies would catch up if you took too long. What's good about it is, I like that the cards can be put together in interesting combinations (Inner Rage on the Chicken for instance) but again, the monsters are fragile so setting up a combo means investments don't always pay off.

My suggestion (and it's late in the contest I know) would be to have the player's hand start with 5 cards instead of 3 and fill it back up to five every turn; this would let the player throw away what they don't need at the moment, and I would also allow the player to get more out of the monsters, maybe by introducing a healer monster (if there is one) and making their weapons infinite use.

Oh and I don't know if this is intentional but if you heal a Fey Spirit their poison effect wears off and they can be used infinitely. Felt nice to figure that out though. Up to you if you keep it.

Anyways, good luck in the contest and I hope I've been helpful.

(1 edit)

Thanks for the feedback! 

The Fey Spirit thing is definitely an oversight, haha. I set the duration to infinite now, so you should be able to use it to get 2 extra turns (as intended) but no more than that.

I don't really plan to revamp the draw mechanic - the monsters being mostly disposable is definitely intended so you don't completely snowball. Skeletons especially are meant to be reliable (high hit rate) but not worth using buffs on. Assassins, Dark Mages, or Chickens you can keep alive for the majority of the map due to higher weapon durability and scaling well with buffs for one reason another. I did actually experiment with infinite weapon durability in earlier builds, but it made the game too swingy, since if you played carefully, you could keep most of your units alive and get a massive army in the second half.

But I definitely have gotten some other feedback about the RNG being too punishing, so I'll push some small changes (slightly increasing player hit rates and some durabilities) to make it more forgiving if your draws aren't great. I don't think I've seen an impossible "draw seed" yet (it's slightly rigged so you'll never be completely monster starved), but some unlucky misses at the start can really screw you, so I'll try to reduce that.