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(+1)

Hello,

what a game. I really like the idea, mechanics, and visuals. The idea of cards is really cool. I was actually playing it for quite a long time and I enjoyed it, although I was not able to completely finish it.

A few things, that would make the game even more enjoyable for me:

  • It takes a lot of time to understand the mechanics. Even with the tutorial, it took me several runs to fully understand, what is going on. Especially with fighting. The fighting mechanic is very interesting, but it took me a long time to figure out, what is going on and what each number means. I think, that the best way would be a step-by-step fighting tutorial at the beginning of the game (e.g. the player collects things from the trees, always gets something useful for fighting, and is forced to fight with one easy zombie).
  • There are a lot of things inside the inventory, but the order of some items looks quite random to me. 1. is there really a need for so many different items? (I guess, it makes the game more interesting) 2. If so, why not show only items, that are inside the inventory?
  • When I have the inventory open and I click inside the map, I would expect the inventory to close.
  • I had a hard time figuring out, which key to press to move in some cases (usually the diagonals).

One last question - do the explore and map buttons do anything?

I hope to get back to this game when I have more time :)

(+1)

Hallo Jakub! Thank so so much for  your encouraging words, for sharing your valuable insides and recommendations. This makes me so happy!

For the things you mention:

  • It takes a lot of time to understand the mechanics. - The step-by-step tutorial is already on my list. But nontheless, getting this critique for a second time now reassures me that something has to be done here. I will try as you advise and introduce one "tutorial zombie" - a Tutombie! A card will recommend attacking this guy to learn how to fight. It will take some shuffling of the existing buildings/places in that area, but that's totally okay. When the tutorial fight starts, each element and number will be introduced, as well as the rules. Noted.
  • There are a lot of things inside the inventory. - Yes, that's true. Your guess is right - it's to make things interesting AND to allow more crafting options in the future (players will be able to improve their weapons through slots - e. g. making it more durable and more powerful). For that, some of these items will get a "meaning" soon. See below the picture of all the items I was drawing ;-) With that in mind,  only a "small" selection of them has made it into the game :-D
  •  When I click inside the map, I would expect the inventory to close. - I have to check if there are any side  effects because of this, but I can't see any for now. In general this is a good idea. Noted.
  • I had a hard time figuring out, which key to press to move in some cases. - Ja ja ja. I know... The original idea of how to move your player was a different one, but the keys made more sense. Unfortunately this is coming exactly with this strange effect you describe. I have to check the logic again - these diagonals are really tricky, even though sometimes it seems  so obvious where the character should move to.

Explore and Map buttons don't work for now - but very soon. It's on my "next" list,  shouldn't take long. I hope I can combine it with some other map related improvements (bringing back the fog of war, maybe a zoom). Let's see how this goes...

Again thank you so much for  sharing your thoughts - really appriciated!

The picture  of all tools :-D (brace yourself...)

Inventory and Crafting menu now close when you click into the map as you seggested. This is so much better and intuitive now! Closing it like this all the time now.

The "Map" button is working now. Replaced the "Explore" button  - the movement mechanic changed and it it became obsolete. For now my "Game Editor" can be used with that button instead, later settings will be found here.

These were the quick wins, your other points will take some time.