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This one sets the level higher again! Well done!

What I liked:

  • Party of 3 people and level progression - Makes fighting for EXP meaningful and one cares more about the characters
  • The overall art style - Very good comic style here, reminding me a bot of Shakes and Fidget. Well done!
  • Boss Enemy mechanic - Getting new Cards from bosses makes progressing the dungeon meaningful again and grinding for cards applies to the human instinct of "I wanna collect that all!!!!"
  • Dead in fight is not dead in dungeon. That is a super rewarding technique, although I wished for a revive card in some of the rare situations where a party member dies.  Maybe that comes later? I have only played 40 minutes. and about 15 Dungeons ^^.
  • Level based dungeons -> super cool to give me the choice just to grind or get some challenge here.
  • Bar scene between the runs -> So many cool features and Gimicks here, love it!

What can be improved?

Since this entry sets the level higher, the following improvements are a bit more high level

  • Give the player a short introduction what the blue and red symbols on cards mean. I got it sorted out after the first dungeon, but still it would be nice.
  • It's not clear to me if I get gold from every encounter or just at the end. Showing my gold during a run would be nice. 
  • The level generation. Although fitting for sewers and dungeons, it felt a bit empty here and there. Just some small assets could help to spice things up. Also maybe some doors.
  • Show some indications of the EXP you get for every encounter, its more rewarding that way (for me)
  • With a bit more development time: More types of dungeons and enemies.
  • And of course the master of all improvements in a card game: Level up cards ^^

But all of this is not needed since the game is very cool as it is and encourages replaying and playing more. Definitely one of the top most entries this year for me.

Well done!

Thanks for such thorough feedback. Lots of useful points. There is a revive card you can play the Banana card can revive a player in combat but clearly we have to do a better job on explaining the cards. I am considering a short form and long form description for cards. Each can have such unique behavior the cards have to be able to explain themselves.

You absolutely right about the dungeons being too bland it was just something we didn’t have time to address but we will be now.

Feedback and juice will help a lot with the communication of gold and xp and even damage. There is a lot we can do there.

Thanks again for playing the game and giving us feedback.