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A jam submission

Deckbuilding Dungeon CrawlView game page

Submitted by SSTRANDBERG (@sfdstrandberg) — 2 days, 18 hours before the deadline
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Deckbuilding Dungeon Crawl's itch.io page

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Comments

Submitted(+1)

I know you said you haven't tested all routes, but I'll still say I feel the fairy needs a little balancing, can't win a game as one for the life of me.

Here's some excerpts of Fairy Fighter, Assassin and Rogue respectively, I tried each job two or three times, but I never even made a dent into the dragon. I got so into it that I forgot to make logs of a lot of runs, so you're whole engaging and quick playing cycle is still intact.

https://pastebin.com/1hEca504

https://pastebin.com/c6p3BHbj

https://pastebin.com/hb7N63D3

It seems the main issue  is accumulating experience. Can't get any of the good stuff before the monsters appear, so I just get pummeled then. Maybe give them some 2 EXP cards in the beginning? Additionally the curse traps hurt more, that tripped me up during my first run, not so much after that though. Which is a slick transition to the rogue (you know, stick and stuff): I like the new take on the class, it's very different from the other two. Not that effective in practice though for me, it could be because I always tend to go towards the maximum firepower job class fighter here.

From what I can see, the biggest challenge going forward is going to be balance, which is probably what you'd expect. I'll be interested to see how you go with the classes/races you already have and the ones you have planned.

Submitted (1 edit)

Played for around an hour in various combinations of Human/Elf and Fighter/Assassin. Dragon's Lair was impossible for me, and Goblin Hive was trivial.

Overall, sadly I gotta say I didn't have a lot of fun. It feels like Dominion with slightly smaller numbers, and 1 less of this and 2 less of that on multiple cards is enough to really slooooooow down the engine building. I strongly feel that you need some punchier effects. No 4 cost card for the Fighter is a pain point.

UI is clear and straightforward.

I feel like the effects are terse enough that you could just show the entire cards, having to hover over everything until you learn the effects was a bit fiddly. Not a big deal though.

Just a small cosmetic thing but the stats label covers cards from the top row of the shop.

It's weird that you have to end your current phase when pressing the restart button, I thought it does nothing at first.

Developer

All combinations might not be winnable, I haven't really tested or balanced them