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*ahem*

Concept-wise, 10/10. The idea of controlling the RNG is honestly genius, and really hit a chord for lil' deck building enthousiast that I am. The enemies are great too (the scarecrow hitting by falling over the hapless hero is pretty hilarious, and this is probably one of the best first enemy / first boss I've seen in a video game)

Story-wise, 8/10. It's simplicity makes it all the better. Gods bickering? Hell yeah. Lady luck being the underdog, trying to prove herself probably out of some sort of cosmic bravado? Absolutely. Some random dude shrugging with a half-drawn asset (I assume you left some of the sketch outline on purpose as it's not really the case for other characters, rather than being just because of time constraints) that somehow will eventually fight the gods for a reason even he doesn't know? Now that's a trop subvertion I want to see more!

I think the game should be expanded(1) to give more opportunities for showing everyone personalities, and I can absolutely see some "random" encounters between two bosses, and some chosen champions fighting in lieu of the gods, to keep them longer until they appear as absolute threats

Ambiance-wise, I honestly can't give anything under 8/10. I know there's probably tonnes you can do more(2), but I just think the drawings are umbelivebly pretty (LOOK AT THE SCARECROW ISN'T HE THE CUTEST), the UI is pleasant (in a purely graphic standpoint, I'll elaborate on the clarity of the UI later), and the slow-mo effect when turnign the wheel of fortune is really one of those nice touches that makes the great games stand out among the good ones. Maybe the music is a tad repetitive, maybe the loop isn't great, maybe different themes would be nice, but even though there is clearly a lot of stuff that can be made(3), it's just too nice overall for me to rate it less.

Gameplay wise, I'd say a solid 6/10, as the gameplay loop is just raw dopamin injected straight into my brain, but the obvious lack of time gives a lot of room for refinement(4). First off, the obvious feedback that probably was told multiple times, is the AI that can sometimes feel a bit too random. But moreover, I feel the rules of the card game aren't properly explained (took me finishing the game once to realize there's energy points, and the first time I ran out of cards really felt like a punch in the gut), and it needs some time to really grasp the game. I guess the scarecrow is supposedly here to have an easy fight before getting into the real battles, but mistakenly letting it heal too early results in a almost guaranteed game over, so I feel that for a tutorial battle, it should be more forgiving.

Moreover, as clean and beautiful the UI is, I'm certain the UX could get some adjustments(5), such as showing the buffs and their turns, or the remaining deck of each player.

I would love to see a bit more variety(6) (if not directly player control) over some actions, such as picking cards from the fallen enemies, or getting shops, being able to swap some of your deck cards, etc. Of course that may be leaning too much on the traditional deck builder that this game is *not*, but I'm sure there are some leeway to explore and make two playthoughs more different.

TL;DR: (it's fine if you didn't read everything I wanted to be comprehensive) 8/10, absolutely fantastic game, can be improved upon but I counted the amount of times I wanted the game to be turned into a complete game (6 times) so yeah really if you extended this I am absolutely positive it'll be a hit.

ill drop another comment with all the positive and negative feedback i have if you ever need ideas or changes if you are actually continuing work on this game