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(+1)

Beautiful art and smooth gameplay that's fairly intuitive after a short period of getting familiar with it. Had a crash when I tried to restart the run mid-fight, but other than that only encountered some oddities (like one enemy after the first boss only ever summoned one minion, never attacked and otherwise kept healing itself, making it kind of a pushover). The "Resistance" stat was confusing at first before figuring out it's basically just the HP of the card.

Card crafting mechanic seems interesting, seemed fairly balanced at first glance though not sure how broken it could be with more experience with the game. At the moment class and stat balance seems a little odd to me: Wizard's special ability seems fairly worse compared to Warrior's for example. as skipping fights not only skips the actual gameplay but prevents you from getting rewards as well, which I'd imagine could bite you in the long run. (Maybe something like allowing you to escape mid-fight as would be more useful?)

Stats are an interesting twist, but having only one stat directly affecting combat makes it better than the rest in my opinion. Intelligence might give you more options for card crafting for example, but you're still limited by the resources you have from what I understand. For Dex, getting first turn is nice but is it worth over more HP? And while Luck seems interesting and some items do seem really good (vampiric vest or what it was called carried my first run), direct survivability still seems a better option in my eyes.

I guess my point is it would be interesting if every stat affected the direct gameplay in some way, which would give you different builds for fights on top of the deck builds you can get.

Regardless, still a solid entry to the deckbuilding roguelike and I'm interested to see how it'll progress.

Thanks for the review, fren!

I tried to reproduce the crash you mentioned but I couldn't get it to happen again, but I'll keep looking into it.

Regarding the crafting mechanic, it is balanced by the limitation of 3 cards per forge, and by the -High quality crafting gem- requirement, if you can break it regardless of those roadblocks, then you should be able be broken as a reward.

The Wizard's class ability is deceptively useful. I made it this way with 3 scenarios in mind. First, in case of you being low health before an enemy encounter. You can skip the enemy to prevent risking losing, and instead skip to get to a resting place, merchant to buy potions, or maybe even a luck event. Second the ability gets much stronger once you level up in the main menu, giving the Wizard loot as if he won the battle when he skips the battle. Lastly its also there to be the class of choice for people looking to get a record time in beating the game.

Your point about stats is valid. However Dexterity also has direct impact on the battle giving you extra cards in your starting hand, and giving you a higher chance of starting first as you mentioned, which is actually quite important on the later battles (and after higher amounts of successful runs which increases the difficulty) .

While Luck and Intelligence don't have a direct impact in combat, they both are vital to craft strong cards, and to obtain more money to get strong cards and equipment from shops. (Luck increases drop rate for crafting gems and gold, while intelligence improves the selection of effects you have when custom crafting, and lowers the prices when shopping) In my mind you have 2 combat stats, and 2 deckbuilding stats. But it is a fair concern. I think that the more successful runs you have, the more you will need the non-Strength stats (Or at least the more you need to strike a balance among all stats).

Again, thanks for your comment and for playing, I hope my explanation makes sense!

(+1)

Didn't know you could also upgrade ablities, that upgrade definitely makes the wizard ability really good then. And you're right, I forgot about Dex giving you a bigger hand at the start, which is not an insignificant buff. And yes, your explanation makes sense - might be that the strength of those stats are simply not as obvious at their first impression.

Oddly I haven't encountered any crashes since either, so sadly cannot provide more information - might've been just something on my end too. I'll let you know if I'll encounter any other bugs and best of luck for the future!

Cool, thanks man!
Let's hope the crash was just a fluke of sorts, at any rate, I've already been fixing bugs other people reported, so I'm uploading an update right now.

Cheers!