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(+3)

Art for this is so great, such incredible textural details, really makes you want to keep playing the game. Also the voice+music at the beginning gave me serious chills.

I struggled a bit with the game mechanics. At first I didn't even notice that the pebbles on the left had different icons for health, etc, and even after I figured that out, it was really hard to visually distinguish between icons, even playing at full screen (instead I just had to memorize which row meant which). I clicked the info button, but it was a lot of information to take in, and that info was a mix of mechanics and narrative/flavor text. It was also very difficult to understand how and when Izot and/or Genepil were receiving damage during a battle?

I'd love to see a "practice/tutorial game" option on the start screen, maybe, with pop-up text overlays and arrows pointing to each part of the UI.

(6 edits) (+2)

Thank you so much for the feedback!

Yes, in the Unbound version, we have already laid many.

The option to enable an additional left panel with information about the current stats of the characters.

Animations of adding/reducing stats and of course visualizing randomly through dice (and reworking the entire balance). And of course, zoom in on the cards so you can see the design of the cards up close.

We are planning even more interactive training before the launch of the main session for Master Izot (someone has to save Genepil from the clutches of the USSR Brujah Council before the story begins).

Stay tuned for a new update :)


(1 edit) (+2)

Oh, that's awesome!! Sorry for critiquing stuff you guys already had in the works. 

Yeah that HUD/UI element on the left looks perfect. I'll definitely keep an eye on the project and try the next version when it becomes available.

(1 edit) (+1)

You have nothing to apologize for!
Our eyes are blurred, and such feedback always helps to concentrate on game problems

We value your feedback <3