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I've been keeping an eye on this project because the concept is up my alley, but in the past the effort spent in parsing what was happening prevented me from really delving into the gameplay proper. For this reason I'm very happy to see that you've been receptive of my and others' suggestions in the thread, I believe the UI/UX has improved greatly as a result. One more retouch I'd like to see is left-aligning enemy posts and right-aligning the player's. As for the gameplay, the roguelike mode doesn't feel very rogueliky, every resource you gain is a net positive because you don't lose access to what you had before, so pathing and related decisions lose a lot of weight, and experimentation isn't stimulated. I think that you should focus your efforts in expanding constructed modes, maybe dividing the available archetypes in classes and having some short story lines, taking a page from card quest (which shares your deckbuilding-in-blocks approach).