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(1 edit) (+1)

Played a couple runs, had some fun. Video: 

The game is a lot more juicy now in animations effects and sound. I also like that the skills are automatic makes it a bit easier to understand, though sometimes the cards were highlighted but it didn't mean anything in particular (they were off cd but the board didn't allow an activation).

The core of the game is solitaire which is easy to understand and play, but everything else feels a bit too complex. There are like 3 different resource bars to pay attention to and the skills have a lot of lines of text making them difficult to parse.

The merchant perk felt incredibly powerful after having a run where I didn't have it.

Not drawing the card you need and then watching the opponent randomly draw it feels very bad. Taking damage after the opponent manages to chain 3 cards in a turn feels even worse. I know the game is a solitaire battle, but there is so much rng involved here, I don't even know how to hedge my chances to avoid this happening. 

I don't know what to think about the limit mechanic. Is its function to avoid one shotting the opponent? Big chains are exciting, why punish them?

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thanks for playing and for the video!

sometimes the cards were highlighted but it didn't mean anything in particular

you're right, i should be more consistent with what i use "lighting up" the skills to indicate

I don't know what to think about the limit mechanic. Is its function to avoid one shotting the opponent? Big chains are exciting, why punish them?

yeah, and likewise with them chaining you. red skills are designed to lower limit and let you make big chains, the idea is that you'll add limit-lowering skills and synergies to your build to get around problems with Overlimit as the game goes on

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It is understandable, specially if you plan to have multiplayer down the road (I don't know if you do).  You might have done it already, but I think experimenting with changing the symmetry a bit could be nice for this mechanic in particular.

Keep up the good work!