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Thank you for the feedback! I really appreciate it, and I’m glad you enjoyed playing.

1. I'd really like to implement a lot of the features you mentioned. There should be more to unlock besides cards (and there should be more than 75 cards to unlock). Classes would be a great way to add replayability and specialization. I like the idea of achievements being able to tutorialize some of the more confusing mechanics, as well as encourage deck building.

2. The wording of cards needs a ton of work. I agree that there are a lot of confusing descriptions. I’ll probably need to overhaul the ui and rethink how tags, descriptions, etc. are explained to the player in game. Your point about bard/rogue is a perfect example. Situations like this are too common and can only be learned right now through trial and error. I need to give players more information and make cards less confusing.

3. “A” on a card indicates it has an ability beyond a simple stat damage/boost. The intention was to be able to see the general capability of a card at a glance. If a card has two sword icons, but no “A” or additional tags, you can know right away it is simply a two attack card.

4. Thanks for all the miscellaneous feedback like hardcore description and confusing pass button. All noted!

5. I also really like boots of silence and robes of stealth. I tried out your build and lost with 9 HP because the very last card was Vampire and I had no WP (maybe that card needs a change :)) I really enjoy early energy rush with high value finishers. You can do some goofy things like guarantee 11 energy in the opening 2 deals with Alchemist, Lucky Hat, Silver, 2x Energy Crafting (though of course that’s half your specials). I’d like to add more expensive cards to support these sorts of combo builds.

Thanks again,  cheers!

I agree that making this into a mobile would be cool