Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I really like the art style of this, especially the clouds. The music and the text made me feel like I was playing "Hand of Fate" (a comparison which is intended to be praise)

I was unsure how to perform the combos mentioned on the itch page or if I was preforming them successfully; maybe some UI element or sound effect variation would help communicate what's happening with that.

I got comparable success both actively playing the game and just watching it run without my input which seems a shame. Is there a specific pattern to each enemy that I could learn or some telegraphing they could do to indicate their next attack type? I didn't feel like I was making an informed decision when picking my attack.

I really liked the use of the theme and the detailing on the environment and boxes. I appreciate the cohesion in using the little cross on the boxes as the timer indicator too!

(2 edits)

Hey thanks. Like with everything I am already reflecting on what could be better. The system is so simple that most confusion comes from assuming it is more complicated than it is. It's Paper Scissors Stone with healing and bonus conditions over and over. Which of the three strike types are you going to use next? That's it. The combos and counters just do more of the same, but have to have the right conditions to work. It's less that you perform them by doing something, more the conditions are met for them to do themselves. If it says Counter or Combo on the screen the conditions of that players card has been met and the indicated deck is played as a bonus hit. It would be possible to play this game as a card game for example in real life, you have shuffled decks of cards and you choose which card to play next. You have to collect them first anyway, new characters just have Default moves. It is totally possible to stick with one Deck and not change it, if the opponent uses strikes from a Deck that loses to that you will win, if they use strikes from a Deck that defeats it you will lose. Statistically you are more likely to win by changing, you might get lucky and win a few but death will come pretty quickly. In the two player mode you do get to see which options each other are picking which adds an element of bluff and last minute switching which I enjoyed. To get a character far you need a healthy bit of luck, but choosing when to use which deck definitly comes into play as some are more useful than others and get wasted if they get drawn against the strike they are weak against. If I had more time I would have liked to do a tutorial but I submitted on Thursday before going away on a project so I had to make sure I at least handed something in that had all the elements I knew needed polish. A nice tutorial was a task too far. I have no ide if that makes any sense? Why are the simplist things the hardest to explain. Loads of words there and I am still not sure it makes sense. Basically once you get it it's really quite simple, until then it seems a lot more complicated than it actually is.