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(+1)

Okay, fess up, you saw Balatro’s perspective shader on it’s cards and couldn’t help yourself right? 🤨

Jokes aside, it an interesting build system thinking about what ‘core’ items to grab and how those are placed. Seems like “abberiated” items hurt you here because you run into the situation were someone misplaces a core item turn 1, like I did with the casino and it’s a huge feel bad. Also, small touch I liked was how the basic enemy “sprays” instead of shooting dead-on predictably.

Some UX stuff:

  • Some ‘not enough cash’ messages should be minimally short. the longer delay you have, the more frustration there is.
  • I’d a box around the “Star” signs and just make them always show up as zones in the box so that info is always visible to the player, maybe have an item “shine” if it’s conditions are met.
  • This might help you illustrated some better-looking items: https://www.youtube.com/watch?v=D1pXyO0MKFg
(+1)

You're spot on with the balatro comment lol! Thank you for the detailed feedback, I really appreciate it :)