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(1 edit) (+1)

This game felt very finished and clean already. 

There's a lot going on, but it's not too bad to keep up with. There's some arbitrary concepts like caltrops and defending cards, but you implemented tooltips to go along side things which I think is nice. Having to click instead of just hovering over stuff is kind of weird I guess but at least it's there.

I do feel like the AI can be exceptionally punishing. Like they really just completely eat the entire board sometimes, but they don't use their SP. It's kind of weird. I am not sure if it's intentional but yeah I got my ass kicked.

I think in the beginning I was learning how to check tooltips and I clicked the enemy's attack card and it attacked me. Not sure if coincidence or what, but it's kind of weird to show the enemy's attack cards in the exact same place as your own, even though it's their turn. 

Overall very nice, well put together demo. I would like to see maybe a bit more interesting base archetypes instead of the usual 'do 3 damage... and then draw a card' or whatever. Maybe advanced characters that you unlock after some time with the game.

thanks for playing!

arbitrary concepts like caltrops and defending cards

a lot of people seem to be confused by card modifiers, but i can't imagine how to simplify the concept

AI can be exceptionally punishing

i'm thinking of rebranding it so that the current mode is hard mode and normal mode doesn't let CPU players gain much SP for going on long card chains since that's a pain point for new players

but they don't use their SP

all CPUs holding equipment have optimal conditions that they hope to meet before using it, otherwise they will spend SP to not lose it when they go over the max. i thought it made them feel smart but you're the second person to note your confusion about it

I think in the beginning I was learning how to check tooltips and I clicked the enemy's attack card and it attacked me. Not sure if coincidence or what, but it's kind of weird to show the enemy's attack cards in the exact same place as your own, even though it's their turn.

almost definitely coincidence, but i'll test for a bug.

i want it to be immediately obvious whose turn it is by looking but i couldn't figure out a better layout for the UI than sharing the space in the middle. i think i still have more to do to clarify this, like equipment moving from the character to their positions at the start of a turn instead of warping in

more interesting base archetypes
advanced characters

i want to! i have a document of weird characters i tried out when prototyping that didn't make it in to this version. of course, i intend to polish and release this for now and if it gets 0 attention then i likely won't spend too much more time on it