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Insomnia Syndicate

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A member registered Jun 07, 2021 · View creator page →

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Overall, a very enjoyable game. Polished and well made, feature complete and fun.

The game mechanics are fine - starting with no stat buffs or cards makes the difficulty curve steep at first, but some grinding get you through the punishing part.

The reward art is nice, however the scenes are all a bit vanilla. Not a complaint, just a missed opportunity that hopefully can be addressed in future releases (Sable looks like the kind of girl who would enjoy being tied up, just saying!)

The final tier or reward art is a bit of a let down. It works within the story you've crafted, but was hoping for a bit more. Again, not really a complaint - just a missed opportunity for more variety.

The only change I'd suggest is to have "next" and "previous" buttons in the picture view. Currently you need to return to the gallery to change the picture, which is a clumsy.

Very much looking forward to future releases!

That all makes sense. Now that I've played a few more iterations, I better understand the card mechanics (have never played this kind of game before). My confusion was that I thought once a card was played it was removed from the players deck permanently. (Did I miss it? Was there an explanation in the tutorial that at the end of the level the cards are returned to the player deck for the next round?). 

Sort of left-field: but an enemy ability might be the ability to remove a card permanently from the player deck (once played?).

Other balancing issues:

  • Does the Genius & Alpha card take all the points from the rival cards immediately? That's a major buff when there are 3 rival cards in play - maybe make it a slower drain?
  • Now that I understand the rules better, there seem to only be a few unwinnable scenarios in later levels.

Still loving the game! 

#More about 3: (Been thinking about cards more generally):

  • Specifically for swapping out of deck; agree there would need to be a cost associated with it otherwise, indeed O.P.
  • Pushing a card from the active hand to the discard pile might work, since there is a cost of losing the card, as long as those dumped cards didn't contribute to any buff that uses discards in the calculation and were blocked from the recycle card? (just thinking out loud on what you proposed).
  • What value does end of round discard a card option provide? There are no cards with a negative impact on the player (maybe planned for future?).

Very much enjoying the demo! You've successfully blended aspects of a game and eroge that so many other V.N.'s don't.

Balancing issues I've encountered:

  1. Wingman buff can be OP, especially early in round 2.
  2. Starting a new higher level with 3 enemy cards with compounding buffs is punishing - basically an insta-lose.
  3. Not being able to swap reserve cards up to address situations, not sure if this is a feature of Roguelike game.

Can't wait for next updates!