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Well damn, this is very nicely made. I didnt realise all those different elements progresspost's were one game lol. Feel like id have to play quite a bit to say anything helpful in terms of balance, but the dungeons potentially giving almost nothing vs 10~ rooms of good loot seems like it be hard on balance. Depends how much you want luck to effect things id guess. That said, the dungeons are really cool mechanically and visually and I enjoyed weighing the risk vs reward of it!

Only glitch I found was that the scroll didnt work on the deck menu if the mouse hovered over any cards.

It be nice if the holding the middle mouse button could drag the map around. Especially since it seems you can completely play the game with mouse only otherwise.

Id be nice to have some sort of indicator how much longer the game is. While you have it for when the next boss is I didnt see anything for how many bosses are left.

Im curious, is there any non-random card removal in the game? I either missed it or didn't run into any ways of doing it.

Thanks for the great demo and good luck on the game!

Thanks for giving it a go! Balance is an ongoing struggle for me, I'm not sure I'll ever get it completely nailed down.

That glitch is a hard one to fix.  Scrollviews are weird in Unity, but I'll try and get that sorted out.

That's a good idea about the middle mouse button. That isn't being used by anything else at the moment, so it could be used for that. Currently you can move the mouse to the edge of the screen (or use WSAD) but sometimes that isn't convenient.

I tried improving the progress bar to show you just how many bosses are left, hopefully that helps! The gates light up as you complete them.

There's currently no non-random card removal.  I've been meaning to add cards for the Thief class which will allow you to discard cards non-randomly, but I've been too lazy to develop that mechanic.

Thanks again for giving it a go!