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This game really could use some sort of tutorial. The combat system is confusing and throws you into it without any sort of explanation. Players should really be eased into the concepts on display here. Starting out with 4 characters, 4 different hands and fighting 3 enemies it was overwhelming. The combat text moves quickly and is hard to follow, especially when you lack familiarity with the different cards.

The SPD chain thing was neat, and it felt like a system that could be fun to build strategies within, but without the knowledge to execute those strategies, it became very frustrating. I also seemed to have an over abundance of 0 cards and couldn't build a chain up very slowly.

I think there's something interesting here, but the barrier of entry was too high.

(I managed to crash the game twice, but I think the second time was my computer. The first time it crashed on the save screen. Didn't screenshot the error though. The second time it locked up in battle - I could hear sound effects registering but the image was not updating.)

Knowing this was made in VX Ace, I'm impressed by the amount of custom systems in this. Not a huge fan of the battle interface (feels cluttered) but the work that went into it is admirable. If you continue with this project, I'd love to check out another build with more time put into making it accessible to people outside the dev team.

Hey, that's really encouraging!

I definitely bit a bit off more than I had time to put in. A lot of time ended up going in to systems that I had to cut--the shops, the deck editor, and the dungeon itself. I'm thinking I probably should have just set my eyes on a battle demo with some dialogue between, but that's hindsight.

There's missing indicators for target selection, missing displays for the enemy's cards as they're played (so you can read them the first time they come up)... Lastly, the card frame needs some adjusting to stress the importance of those 0-speed cards (as they're the only cards that can start a Chain).

I hope you like what I have in store!

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It's mostly any phase where the enemy goes first that the 0 cards became a hindrance -> since they play the anchor card, you're faced with a SPD of 1, making the 0 cards useless, if I understood the system correctly. It made the enemy phases always go - they play a card, I play one card - round ends. 0 cards were important, but only on turns where you pick the anchor, so having as many as I did slowed down what I could do.(I had turns where only one character had a card that wasn't a 0 card; perhaps that was an unfortunate luck of the draw?) 

I do agree that one tutorial battle would have been a better demo to present, but yeah - hindsight. I still think what you have is neat!

Also, I forgot to mention - your writing is very nice. I wasn't absorbing much of it because I wasn't very invested in the characters (Just wanted to play cards haha sorry!) but stylistically your writing has nice flow.

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I could blab all day about would-ofs and will-dos, but instead I'll just say, ";~~; thanks!"