Was nice to see your "trademark" colorpalettes again (in the speedruns choosing menu) . But what i don't like about platformers - they cause sweating ) Please make your next game in "puzzle" or "turn-based roguelike" genre )
Igrulkin
Recent community posts
A few bugs : talisman of metamorphosis (which replaces random enemy with random card from deck) can place 2nd Zoe` in play ; elite enemy Kraken , with his passive status "elusive" , can move under hero's card ; resilient helmet relic can place shiny iron shield on top of snowy plain card in the transitional spacey "........." biome
Also , for native english speaking players "votive" may be perceived as "altar where villagers vote" ) This can be fixed with just one tiny addition of sign (`) , which is above letter "e" of that other altar which requires spirits (forgot it's name) . Votive` (with emphasis on vowel e) would sound more exotic , with authentic french colouritte )
"Feedback" button and those plain black circles on the bottom of the screen in danger-vouz zones look like belonging more to some "darkest dungeon crawler" game , don't look nice while playing on grasslands and mountain biome . Rectangular with hp , proviants , spirits count (over hero) and info windows which appear in top-right corner of screen when you hover mous on some card with keywords look more pleasant , because they aren't plain black , more grey . But still , if in your game collecting wood is so impotant , why not place special power and "spend the night" buttons on more grey-brown font , which would look like wooden shields ? And black circle behind hero isn't needed at all , IMHO ) While buttons P , C , 1 , 2 , SPACE on the bottom of the screen during danger-vouz zones are soo tiny , like , a few square-pixels . What's next most important resource in a village ? Stone ! So , why won't you make hotkeys like 10x bigger and looking like made of stone )
It's impressive how almost every game you make provides unique gaming expierence ! Like , you're one of the God's Chosen Ones for puzzle games concepts ) I enjoyed chain thinking which this game provides . But 11th level looked boringly symmetrical , i decided to stop . So still - my favourites are "The Great Flood" , "Hazel&Hector" , "Pigeon Post Principle" )
I wasn't prepared at all generator of your game can provide a field with a crurch , but without town ) So for now i don't know yet what's in the end of that crown battle , but that evil looking octopus on map makes me think of such plot twist : the king isn't tyrant by himself , possession by that evil octopus makes him this ) So that octopus should be the real final boss )
That text style , using which you wrote numbers of the tyrant's offense , food , gold , army , info text in rectangulars (when you hover on those squares and on cards) , and the "next turn" button - by it's visual belong more to such serious sci-fi tycoon game as Farlanders . Only style of text under characters on cards fits this cute game for now ! Fix plz )