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I want to like this game, I really do, but a lot of small issues just kinda drain the fun out of it.

Presentation: The world looks interesting with this filter, but interactable objects should be highlighted. Itā€™s very common for doors to be partly covered by shadow and not visible. As for cards, Iā€™d like more differentiation, like some text or more interesting sprites. I know that the idea is that they are covered in shadow or something until you play them, but right now it feels like all cards are the same card with randomly changing stats.

Gameplay: Itā€™s annoying that the dialog forces you to pause. You should either let the player do the thing, or somehow indicate when the player can and canā€™t interact with stuff. Itā€™s especially egregious when you get the same 3 items from chest, but game has to pause and announce every one. Also, donā€™t just hide attack value on cards, replace it with ā€œ?ā€ or something. When tutorial talks about cards having 2 values, you donā€™t actually see it, so I assumed that the coin sprite on the right is the second value, and always 0 for some reason. Itā€™s also quite underwhelming to get a bunch of ā€œspecialā€ cards, only for them to be a 1/0 crap. Like, why would I ever spend 2 coins on them?

Overall, I think it is a testament to gameā€™s polish that I judge it not through the lens of a game jam, but as an actual game that I would play in my free time.

- If the cursor is a regular pointer, you cannot interact with anything. I could hide the mouse during dialogue, but that felt weird when playtesting.
- I'll make the treasure only announce new items you haven't seen before. It seems to be easy enough to understand what they are, so that should be better.
- I like the idea for putting a ? for the power. I'll add that for the next update. Before I changed the enemy AI, the enemy always played a light card on the first turn, which made this confusing.
- For the special cards, you can use those 1/0 cards to combine with other special cards using the card combiner that you can sometimes find in pathways. They are useless by themselves, but really nice after combining with other cards. This is how the deck building works in this game, and I have a feeling you hadn't played the game enough, because in later areas (and after the first boss) you can get special cards with skills.

Thanks for the feedback!

(1 edit)

1: Iā€™m talking more about how in tutorial you canā€™t move cards or do anything else until dialogue is over. Itā€™s fine in itself, but you should somehow signal that tutorial dialogue is over and you can now do the thing. Like show outline on cards or something. Or better yet, let the player move/combine/etc cards and skip the tutorial dialog if the player didnā€™t wait for it.

4: Yes, I hadnā€™t played the game enough. Thatā€™s kinda my point - if I consistently get rewards that are useless until I encounter some other room in a randomly generated dungeon, it stops being fun.

I see, thanks for clarifying!