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(+2)

As a non-tabletop gamer, it can be tough to remember to move or refill tokens.

The rules seem also complex to me, but I believe they're OK. They also replicate Soku well.
It just took me like, an entire afternoon to carefully read the rulebook and play a round.
Reading the rulebook took me some extra effort because the English in there is slightly broken so it was a bit hard for me to interpret the rules.

Coming back to the rounds, at my "processing speed" it took me like a little more than one hour to complete a round.
I don't know if that's because of me being non-tabletop but rounds feel long. I wonder if players who do play tabletop faster can complete a round in under 30 minutes.

Or maybe it's because of the concept itself? It is a pure and (rather) accurate translation of Soku into a tabletop. after all. Several neat frame mechanics that were made for a real time game, translated into manual resolutions. I really can't tell if it's much for a human to try computing.

Anyway, I made a "gameplay video" of this game. Hopefully it gives some visibility and clarity?

(+1)

Thank you for your attempt and for playing the game, and I greatly appreciate the gameplay video you made (it even has some sound effects(⁰▿⁰)).

Here are some responses from the developer regarding your comments:

  1. As you can see, my English and writing skills are broken(´-ι_-`), which makes the rulebook somewhat hard to read. If there are future developments, I will make the rule more clearly.
  2. The purpose of the game's creation is to allow even those who think slowly to enjoy the fun of Soku(・ω´・ ). It is intended to be a game where players can take their time to strategize, hence the expected duration of 20-40 minutes per game. If you find it a bit lengthy, it's likely normal. However, some operations in the video deviated from the intended design (likely due to poorly written rules), which extended the game duration further.
  3. The gameplay in the video mostly matched our expectations, but there were a few significant differences:
    a. Timing of defense usage: Defense can only be played when not in any cast time or recovering time.
    b. Resolution after taking damage: After taking damage, cards played by the damaged player (including spell cards and effect cards in the cast time state) will be discarded.
    Following the expected resolution, a player's life should typically end after enduring 2-4 consecutive attacks, which should help maintain the game's pace ideally.

There were originally more ideas for the game (such as spell cards, upgrading skills, etc.), but many details were simplified to deliver a demo for the game jam. If there are future developments, we plan to streamline the process, introduce more randomness and board game elements, and fill in some missing systems.

Finally, thank you again for your thoughtful feedback and excellent video production(๑•̀ㅂ•́)و, which helps everyone better understand the game and provides valuable gameplay insights. Assuming everything goes as planned, we will implement the above systems and changes in the future.d(`・∀・)b

Wow they noticed me!

Regarding 3.a.: It's most likely because of how damage by bullets seem to work as described in the rulebook.
If I remember correctly, it says that whenever a bullet occupies the opponent's space, they immediately go to the Blocking phase, skipping the Defense phase where one would play the Defense card.
That means that as long as the opponent has spirit points, they will always block bullets and spend 1 spirit, regardless if they had a card in play or not.
This is why there was so much blocking in my gameplay footage.