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(+1)

I had a blast and made it to 14 kills before dying using the "draw as many cards as possible" strategy which was really fun. Probably played for 2 hours at least.


This game hits me right in the genre that I love most, so thanks for making it.


Only suggestions (other than balancing) would be:

- allow keyboard controls like Slay the Spire so that I can hit 1,2,3,4 instead of the cards since my finger got tired on the trackpad

- allow more than 5 cards in hand or warn before doing something like using a draw 2 with 5 cards in hand. It was surprising in a disappointing way

- allow some way to permanently shred cards since the base cards and early cards end up cluttering the deck quite a bit. I understand that this might be intentional, but it was sad to pick early cards knowing that they'd be detrimental later

Oh, another suggestion that I forgot: Having the cards ordered so that "sell" effects are always after "play" effects would be helpful templating.


Similarly, always having a consistent order like "pay cost, damage, heal, draw" might make the cards more readable.

(+1)

Hi Katergberg,

I'm super glad you liked it and I agree with your points and believe that I had many more ideas for effects / features to implement. 

Anyway, I have no plans continue developing the game yet but if I would then

  • Playing cards by clicking them instead would make your life easier
  • Making cards more readable would be a priority - I agree that play-sell order should be defined but some other combinations are shuffled as intention (it's very different outcome to add max health and heal instead of healing and then maxing your HP)
  • I was also playing with an idea of permanently losing sold cards - therefore if you could sell basic cards you could refine your deck more
  • Current effects needs to be tweaked, some strategies are way way more powerful than others but on the other hand I don't want luck to decide your progress - this would mean rethinking the whole game loop

Cheers!