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ahoy

i played for about 30 minutes. as a warning, my only card game experience was  2 years of Yugioh in elementary school back around the time it was first released in yurope. i had fun playing and encountered no bugs or issues apart from some typos (Carge into combat on the main fight screen,  and watching my setp in the "a pit appeared beneath your feet" event)

the main feature in my mind was the card crafting, which was cool but i think the cards i craft are vastly superior to any that i could find, so i assume there will be some balancing issues since a player can tailor make a deck according to his playstyle and superstomp the enemies without any hassle.

the game appears nicely polished otherwise. i liked the events and how your stats play into it. i actually forgot about stats until writing that last line - that's another aspect i don't think i've seen before. all of this combined creates a situation where the player is entirely in control of his playstyle (more HP if he is playing a deck that takes longer to set up, for instance). i think you should expand on this idea as much as possible, since it feels like all other card games that i know are restrictive in this format. it would make an interesting multiplayer game with many meta possibilities, that's for sure

either way, feel free to take this feedback with a grain of salt since i'm not a card game player and i might be all wrong in my interpretation of things. keep up the good work and i hope to see you in future DDs

(+1)

Thank you very much for your comments, fren!

I've been procrastinating the fixing of typos for a long time now, but I did fix both of the examples you just gave!

Custom craft is supposed to be strong since you are limited on how many cards you can craft per forge, and by the amount of High quality crafting gems you have, plus, the game gets hard, and the cards you can get from packs and shops get stronger as you play, so it isn't as unbalanced as you might think.

I really appreciate your positive comments, I hope other players agree with the thinks you liked about the game.

Sadly multiplayer was originally intended to be a feature, but I decided it was out of the scope of the game if I want to finish and publish it in a reasonable timeframe. Plus the code is so spaghettied at this point that an implementation down the road seems very unlikely :c

Anyways, thanks again for the feedback and nice comments!