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A very neat concept and very impressive to pull off in RPG Maker! I've never seen a card battle inplementation in it before so it's extremely cool to see. I think I encountered two bugs. The first was that I seemed to be doing the same two screens over and over again. After leaving the table I'd be on a screen with a tent and a campfire, then move north to a screen with one fight on it. Win or lose, when I next left the table I'd be back on the tent/campfire map again. The enemies changed, but hte map did not. The second bug is that after repeating this several times the game froze and hung.


Bugs aside, I have mixed feelings about parts of the game. It felt difficult to play strategically - the combat is very reminiscent of Slay the Spire, but without seeing how much damage is incoming or how much block an enemy has it made it much much harder to feel like I was making meaningful strategic choices. I felt like my win or loss was mostly down to RNG.

I found a lot of mechanics just very hard to follow. I didn't particularly want to go and look up status conditions after battle, especially after I looked up Regen and the Knight just told me "seems self explanatory"

I'm very conflicted over how the corruption and player pregnancy works. Personally, when I play a preg game, I want to make the character pregnant, so when you get pregnant by losing, and enemies make you pregnant in combat and your cards put you back to normal, that's frustrating. Every time I got offered cards or saw a shop I was looking for a card that would boost corruption or something like that but I never saw any ability to do so.

All that said, it's a really ambitious entry for a 3 week game jam! Great work and great potential!

Sorry for the late reply! I couldn't figure out how to get back to this page ^^;
bugs have been fixed in the latest update!

there are plans to add actual numbers! It's just that it would have taken me ages to do in the original release and I very much did not have time uwu

As for the status effects: I didn't want to bog down the battles with explanations for what every status does the first time you encounter it, so putting it in a "book" of effects ala inscryption seemed more fitting. The Dread Knight is less sarcastic though when explaining other status effects uwu

For the corruption mechanics though, the main point of interest is supposed to be the Witch's pregnancy progression, which you only get via victories or a certain Curio (? event). The Dread Knight specifically is just meant to be eye candy to keep the player interested. As for the player in the cabin, I mostly just wanted to have preg content regardless of victory or loss, but you get *more* through victory ^^