Thanks for playing!
Hearing "I don't think much of this next one" means that the fact that you managed to play a few games of it still made me happy :D
katerberg
Creator of
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Thanks for the fun game! The core mechanic is really interesting and made for a lot of fun strategy when bouncing around while trying to charge up my ability without getting hit.
I found it a little tricky on level 4+ to figure out what exactly allowed the abilities to trigger though. It seemed like sometimes it was having a critical mass of a certain rune, and other times being a certain number in a row, but I wasn't sure.
Great 7 day effort and I look forward to seeing where it goes later!
I had a blast and made it to 14 kills before dying using the "draw as many cards as possible" strategy which was really fun. Probably played for 2 hours at least.
This game hits me right in the genre that I love most, so thanks for making it.
Only suggestions (other than balancing) would be:
- allow keyboard controls like Slay the Spire so that I can hit 1,2,3,4 instead of the cards since my finger got tired on the trackpad
- allow more than 5 cards in hand or warn before doing something like using a draw 2 with 5 cards in hand. It was surprising in a disappointing way
- allow some way to permanently shred cards since the base cards and early cards end up cluttering the deck quite a bit. I understand that this might be intentional, but it was sad to pick early cards knowing that they'd be detrimental later
I loved the concept of the game, but I found the controls pretty jarringly hard, particularly with the time constraints. I wish I had better understanding of the combos as I was playing because I just felt like I didn't have time to process things for the first game. A more gracious learning curve might help, but also the real-time nature will probably make it hard eventually regardless (which isn't a bad thing!)
It seems like a fun concept! I wish that there was more level progression because I just dumped money into the upgrades early and then it kinda felt like a grind without difficulty progression for the next 4-5 levels. I also found that the slime random movement felt cool at first (and looks neat) but was mostly annoying since they would move on top of me and I didn't feel like I had much need for control of my movements once I ran out of swords (which weren't really needed).
I love the core concept/theme of the game as a fun take on Moonlighter and I think it could be explored way more. Well done for 7 days!
Really cute animation and I loved all the jokes. The gameplay felt pretty odd since most of the game I just tried to keep my level low and killing enemies mostly didn't help. The level progression also seemed to have no impact.
I'm not sure why pushing is good or bad, or why sometimes boxes can't move.
Overall doesn't really feel finished, but has some nice elements.
There is something horrifyingly cannibalistic about a tomato eating tomato slices though!
Fun little space shooter that is right in my wheelhouse since I love Endless Sky. It has a much harder learning slope than most of these kinds of games and enemies come in fast! I wanted more breathing room to explore the world and get my ship the way I wanted since even the little enemies were pretty lethal to me as a newbie.
The game felt nice and the aesthetics are gorgeous, even down to the music. I didn't know what I was doing for a fair amount of it, and definitely felt bad always breaking my vows, particularly because I didn't know how to avoid it.
I also just always got wrecked by the first boss, so I'm probably doing something wrong.
Can't help the feeling that I'm missing quite a bit because it seems nicely crafted but I got stuck a little.
Yeah, it seems like the core was good, but this experience really taught me a lot about the limits of a browser-based mobile game.
It tends to perform well on wifi connections, but lag is very real given the way it's all set-up and the hardware it's on. Overall not ideal, but it was a fun experiment. Thanks for trying it out!
Fun little game! The animation definitely helped me understand the pathing. It did seem a little easy once I got the hang, but it could be that armor is just very good. The time pressure could maybe ramp up to make it feel like I had urgency since my armor managed to tank all of the "damage coming in X turns".
Still a fun concept and well implemented!