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(+1)

The combat was really well done and and nicely presented. The use of fonts and layout of the UI was especially pleasing. Occasionally the drag-drop of cards didn't quite seem to work but it was very smooth to play. We also understood what was happening after the first couple of rounds. We did miss the high/low win condition a couple of times though, which was perhaps the idea.

We had quite a few battles, and they were enjoyable, but was there anything else to the game, other than the really well done combat system? Were the any puzzles to solve, keys to find or doors to open?

The audio was very effective, and in keeping with the general style of the game. A volume control would be nice however.

We're really curious about the graphics too. The maze and enemies looked very good and you had shadows and lighting in there too, but it was all really low resolution. The enemy assets appeared as though they were more detailed than we could see as though it was deliberately pixelated and downscaled. Was this a stylistic choice or are the assets really that low resolution? The game itself could have played out with 2D graphics, for example, with no change in gameplay so it felt like the 3D dungeon crawler aspect was almost redundant.

Well done for creating such a polished game overall. As a card based combat game it worked really well and we'd love to see how it progresses. Best of luck with the jam.

(+1)

Thank you for playing and I apprecaite the feedback!

 Yea, I really wanted to add more things like puzzles, keys, etc. but ran out of time. I got pretty lazer focused on designing the combat for this one. I really enjoyed designing it and want to work on a full version where I'll implement the stuff you've brought up.

 Also, yea for the visuals, it was a stylized choice.  I hadn't used that kind of shader before and wanted to give it a go. I also felt like it was a good way to make the Synty models have some spice since they're pretty generic. Hoping to get better at modeling this year!