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(+1)

Misc list:

  • Wasn't clear on which cards could be stacked together 
  • What effect placing a certain card had, it took me a second to realize how blocking/evading worked.
  • Every card except "Hole" was green would made it hard to tell attacks, blocks, evades apart
  • I thought "Hole" worked by just nerfing whatever stack it's on top of, so for example if I put it on top of an opponent's "cover" my next attack won't be blocked by that cover card, but I think this wasn't true
  • No sfx for dodge, block, hit makes me read a combat log to figure out what happened
  • Drag-n-dropping to discard became laborious, might be better just to have a "pick cards to keep" phase instead. 

I think clear card signage(so I can get all the relevant info at a glance), sfx, and animations would all definitely help proportionally in that order.

Also I liked the idea of having a limited deck, usually I'm used to everything shuffling back in and going until someone is dead but that would have become pretty frustrating against the mind frayer and was a good indication that I might not be ready for the fight yet. 

(+1)

Thanks, that helps a lot. Hole was actually supposed to work like you described, but I had to limit the scope. Same goes for card animations and designs (I wanted to go for punch cards, but put it on hold).