On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Love all the visual improvements!

Potentially unintended behavior? When I dismiss a held unit, it triggers the essentia item that gives extra essence. This makes that item into a +2 essence per round with no downside, which is weird. Taking a unit off hold should probably not trigger on-sell effects.

Some feedback:

I like the changes you made from the build I played last year. That said, the gameplay has a pacing issue. The pool of units and indulgences is very small and they're all designed to be equally balanced, so there's functionally no power curve. Every turn feels exactly the same. 

Some games solve this through a rarity system, others solve it through a tier system where you can level up the shop to find higher tier stuff. More content would also help. Since the pool is so small, I find myself picking the exact same indulgence or units every round since it's so reliable to get extra copies and they all scale well. Diluting the pool would help force more variety into the game.

One last note, with damage no longer persisting between rounds, the game is now very easy. The AI might need more work or some more gameplay advantages. It could also be fun to give the AI access to units you don't have access to. Playing against different stuff might be more interesting than it always being a mirror match.

Hey! Thanks for coming back and playing again and for taking the time to leave such thoughtful feedback.

1. Essentia triggering when selling held unit: Haha this is an interesting surprise! I've been trying to make things as systemic as possible, and I didn't know about this effect. I'd like there to be weird secret things like this in the store phase, but i'll have to think on whether this one makes sense. Possibly changing the wording of Essentia might help.

2. Power curve: I totally agree with you here - I do plan to do something with unlocking units and playing against units you don't own. I think a tier system could also be viable. And for sure the actual pool of units is quite small compared to what I'm eventually hoping to have. 

Thanks again!