Yeah, this is a known issue with webGL. All you need to do to fix this is Alt-Tab to a different program and back and it should be fixed!
Dane Byrd
Creator of
Recent community posts
Really well done but often you are in situations where the game wants you to play a certain card which you do not have in hand.
You should be able to play one of the cards in your hand (especially the cards with abilities related to discarding) to obtain the card you need. Moving on to the next situation after one card is played makes the entire game chance based, dependent on what cards are drawn into your hand. If you could actually utilize the discard abilities without being "punished" for playing the "incorrect" card that the situation called for, then then the player could fully engage with all the ideas that you all came up with.
Really creative idea, the theming of judging the dead works well with the strategic mindset that a card game (and/or deck building game) evokes.
I only played the hard mode but the game is really compelling. Once you grok what the task is for each placement of the hextominos (?) (hex tile preset layout pieces) the time pressure adds some really nice tension.
If you fail to place a tile in time, the game force places the piece somewhere on the board that you won't have planned for. This changes the landscape and makes you completely reconsider the new options advantageous to you. The randomly placed tile gives you a new color island to utilize while beginning a border/enclave inside an area you previously planned for another color.
Art direction is perfect for the gameplay and the inclusion of a leaderboard is clever to incentive replay-ability.
You are very literally building something to scale. Great execution.