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Solid roguelike, would mindlessly play until I got to triple digit hours on.

  • There needs to be something to differentiate stage numbers. I would shocked when I was suddenly at 2-1 and getting to the final "boss" felt anticlimatic. Possibly add different backgrounds & music to the worlds?
  • The font was hard to read in some places. D & O were very similar at a glance.
  • There is a bunch of terminology that isn't really explained on skills. Most roguelikes I've seen like Monster Train will have additional popups explaining keywords or mechanics. Even a glossary would've been nice to have.
  • It may have been due to my build, but there were moments in the final battle where there would be one or two cards left and both of us were just end turn-ing repeatedly because we couldn't get a suitable card. This would absolutely be a situation to "fake" the card chances, just to keep the battle moving.

thanks for playing and the kind words!

something to differentiate stage numbers [...] Possibly add different backgrounds & music to the worlds?

for sure. i might even extend the zones somewhat

The font was hard to read in some places. D & O were very similar at a glance.

thanks for letting me know, i think you're right. i'll work on it

There is a bunch of terminology that isn't really explained on skills

yeah, i'm still figuring out by what means i want to show this to the player

there were moments in the final battle where there would be one or two cards left and both of us were just end turn-ing repeatedly because we couldn't get a suitable card

the intended design is that cyan and gray  skills would benefit you in that situation - cyan by making it easier for you to draw/pick up cards and gray by giving you benefits when you end turn/take no action. optimally, i'd want players to have to consider that situation when making their build