Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I thoroughly enjoyed playing through this fangame, paying great homage to its several source materials. It really was like playing act 1 all over again. Sadly it was over so quickly... hope that you'll find the courage and motivation to fully complete this game.

Some things I noted:

  • The power curve is much higher, especially for scrap cards. 5 scrap for a heavy seems like too cheap. Same for Pyro and Demo who are quite cheap for their overall damage output and extra health over Inscryption equivalents (Mantis and Mantis God). But I suppose that battles are currently ended too quickly for an 8 cost to matter due to the lack of terrain and thus an easy route to dealing 5 direct damage with Vortigaunts or even Tentacle (easily spawned with Scientist or Chumtoad)
  • There's not much to do standing up. I get the focus is on the card games, but I expected some cabinet puzzles and some useless interactable gadgets in both campaign areas, rather than the single Scientist card and (optional if you don't die) Life Lights in HL, and the uninteractive 2fort spawn room of TF2
  • Some encounters have a very strong hand. I suppose this is mainly for people not taking advantage of the scale and the items they get, but a Gonarch turn 2 or a Heavy turn 1 (with a Medic, and then another Heavy later) are a bit too much I think, especially if you take to nerfing some of the very powerful cards the player is able to get
  • Having the camera pan to the scale when any direct damage is dealt and then back again repeatedly for all cards dealing: it should sum up all the damage and then show you all at once once one's turn fully ends.
  • Some sigils sometimes doesn't work. I've had a Scout stay in place after attacking for some reason. Or a Pyro attacking only its opposing card.
  • There's no rulebook. This is mainly a problem for opponent cards as the enemy plays certain cards with unknown sigils (like Headcrab's kill-to-evolve) before you get them properly explained by a card choice. But I can always forget what certain sigils do after that...
  • Maybe limit the maximum amount of items one can get? (and thus there is a Pack Rat equivalent?) Mainly for practical reasons, because you're going to run out of table space eventually
  • Perhaps some card modification events could be added, would make the metagame more interesting than picking cards and getting items.
  • I know you know and it doesn't affect the current game too much because it's so short, but... the ability to save. If this eventually gets a Portal expansion as is teased at the end, then it'll really need it so the player doesn't have to start all the way back at the tutorial if they lose to two unfortunate encounters in a row in Portal.

its not the 2fort spawn room, its the hightower spawn room