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Wow this is so cool! I love a lot of the design decisions of this game, and the card track is especially cool. It's a really clever way of mitigating the luck and adding in some strategy while still making the game feel like a card game. I'm very eager to see where this project goes.

If I had to give a criticism, I'd say that the starting deck feels bland. You'll notice most other deckbuilders start you off with a couple of interesting cards right off the bat to keep the game interesting right from the start. The closest to that in this is the archer's 0 cost block card, but the other characters feel too generic at the start, and that's especially a problem given that you seem to get less cards in this than other games. I think it'd be cool to switch out a couple of the basic cards with more interesting cards, like putting a status condition or a push card in the base deck, for example.

I love the enemy design so far, too. The elites are super scary! And the boss is just stupid strong haha.

Hey, thanks for the feedback! I've been thinking about the starting deck too, and my rationale for a very vanilla deck is to incentivize players to pick up more cards either from rewards or the merchant. I'll keep an eye on it though, certainly could change in the future!

Fair enough. Yeah, since the battles are longer than most other deckbuilders you cycle through your deck more so 'thindecking' feels more enticing.  Raising the power level of non-starter cards could help with that, too. You'll notice in StS you don't see attack cards that deal 6 damage outside the starter pool, they're all inherently better by default to make adding cards more enticing.