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(10 edits) (+1)

Alright, I beat the first boss.

Short version: This was pretty impressive all things considered.  I could see it being a bigger game, but as short jam game it feels pretty complete, albeit lacking in convenient inventory interfaces regarding the cards and stats.

Long version:

My main issue (and I'm positive this is something you would have implemented with time) is not being able to view my cards and stats.

It was difficult to balance my deck for the boss, since the trick was to get to them with enough health to survive the battle.  He's weak to Magic, but the enemies on the way are flat out immune to magic.  I had to figure out what my card balance was like through trial and error in battle.  And once I found the shortcut, I did it in a few goes, so it was quite satisfying to over-come.

Also, I wasn't sure how the Sticks and Hearts factored in.  Were they blank spaces because I didn't have enough cards, to discourage small decks?  And are the cards completely random draws, or does using one take it out of play?  Do they reset at the start of fights?  Knowing these things would make decision making more interesting.

I assume the theme was the duality of the two lives, which was well done.  You had to invest in your real life skills to more efficiently build up your game stats.  And a lot of effort was put into the city visuals.  But yeah, seeing my own stats and having some clue to where I stood with the outside world would have helped.

I'm also not sure about having important NPC dialogue in the dangerous overworld was a good move, especially since some of the NPCs were thugs.  (Though it certainly drove home the dystopian vibe.)  Once I figured out I could just deposit all my money and  stroll around freely it was fine.  EDIT:  In retrospect, most of it wasn't that vital.  The important stuff was in Fantasy Quest.

Also, I'm not sure if this is just a hole in the logic, but I can go into negative funds at the card shop.  I never tested it, but there doesn't seem to be a downside to it.  Theoretically, could I buy as many strong cards as I want?

EDIT:  I grinded about $1400 for strength training and beat the game.  That was pretty nice ending.

(+1)

Congratulations for beating the game! And thanks a lot for giving such a detailed feedback 😁

Beating that version of the game is quite an accomplishment, since I didn't have time for proper balance and in-depth testing before submitting my game. The standard enemies shouldn't be immune to magic either, I forgot to set their vulnerability level to magic... thanks for persevering!

You're right about the interfaces, I had to cut a lot of corners for the code behind the game store because I knew there wasn't going to be enough time to make a convenient interface. I found the quickest way to code this essential functionality, to at least allow the player to edit their deck.

It's not clear enough, but the stick is indeed a dead weight card. I wanted to add a way of getting rid of them through small quests in Fantasy Quest Online but that was overambitious. The heart cards heal the player and make the enemy skip a turn, although this is not clear enough as well. I intend to add a "View deck" option that lists your cards and what they do. There will also be special cards that combine several symbols and status effect cards.

The way the deck works is that you draw three cards at the start of your turn, and all three of them end up in the discard pile (one of them being played). When there is less than 3 cards in the deck, discarded cards are shuffled back into the deck. I'll have to make this more obvious, too.

Negative funds in the card shop shouldn't allowed 😅 Since the game is a bit too hard, it's not the worst bug to have at the moment. You can have as many powerful cards as you want. In the current state of the game your heart cards would end up being too diluted, but you could power through the 2 enemies and the boss.

Thanks again for playing! I'm already working on important bug fixes, music and sfx, and I plan to add lots more content.