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(+1)

Fair feedback! I spent way more time on the infrastructure of the game than I had anticipated and didn't leave enough time to properly give player feedback.

The idea is that you decide which enemy you guide ("attack") first, but your deck is played randomly until that spirit's power is reduced to zero. So the strategy was intended to be about sculpting your deck and then choosing battles that favor your deck's elements. Then once in a battle, it becomes a decision of playing the odds. If you know you have a bunch of fire cards in your deck, do you go for the fire spirit first and hope to get a match and spend fewer cards? Something like that. But it clearly isn't conveyed well!

Obviously you don't owe me more feedback, but if you have the time (and if the above makes more sense), what would you have liked to see to help convey that?

Thanks again for playing! I appreciate it!

(1 edit)

Okay. I kindof picked up on most of that. I think what would be cool, is when cards are played, the deck list that you can peak at grey out so you have a better idea on what cards are played. Or maybe have the player have like 2-3 cards in their hand per round. Oh wait, right, the monsters are wha tyou choose to attack. Hmm...

Or letting the deck play one card at a time and you can see if you want to play a second card on the same monster or switch to a different one then come back later?

I hear yah on not having enough time for player feedback. I didn't even have time to have an end screen (win or failure).