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it may be prudent to nerf the 3PW "all cards are free" card for the ninja - using it in conjunction with the 1PW increasing damage card means one turn kills on whoever is within range regardless of hp, and it's not hard at all to get 3 power if you play things right

depends on your vision of the game, but this seems a litttle too OP (or i might have just gotten REALLY lucky)

as a sidenote, i'm not quite sure how to loop - was that feature removed?

Thanks for the "insta-win" combo! Definitely not intended, it should only make the first cast free, and once it's placed back in hand it should cost the standard amount, so I'll have to patch that up.


As for looping, the beta has been removed and replaced with an actual limited-content demo. Characters, cards, upgrades, levels, etc. are all limited in nature to give a hint of the product and not the whole thing.


That said, in the next few weeks I should have the current beta version available on Steam that people can request to be let into. If you're interested in finding out about that I'll be making an announcement in the Discord channel when it's available.

Thanks for the feedback and post!

glad to be of any help! i'll certainly join the discord when i can - this is a really fun and intuitive game while still retaining a lot of challenge!

i'd also like to note that teleportation is extremely busted in certain room configurations - i was able to teleport into an area that was entirely blocked on all sides by walls  with my low health ninja and use them as a farm for energy, which synergized nicely with my soldier's extreme tank build (multiple kitchen sinks, cover, passive damage). it was really satisfying to pull off, but i'm not sure that's intentional (certainly not as OP overall, but still)

another few things: 

  • the ninja's bleed stacking upgrade is a LITTLE op, as it effectively means infinite damage on all enemies if you play your cards right and get a little lucky (the only difference being that it's slow and takes skill to avoid death with)
  • i may be playing things wrong, but credits and the shop in general feel a little bit underutilized/underpowered - the amount of investment you need to take (possibly eschewing upgrades or events for credits that will get you only a maybe-good item) isn't always the best in reference to the stuff gained. shops have saved a few runs, but they haven't exactly MADE them - just gave me a bunch of rolls to get a game winning card or upgrade. i rarely get enough credits to buy anything more than one card/upgrade that matters, and i'm not sure that's intentional (given that you need to sacrifice at minimum two card rolls or get lucky with events to buy anything)