I really enjoyed playing this game, and having to change my strategy as my cards changed through the path of redemption felt really good. I was able to make it all the way to the end, and was pleased by the difficulty level with the redemption cards! Not too difficult, but enough of a challenge to keep me on my toes.
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Horns and Grace's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Community's Voice | #19 | 3.875 | 3.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Creative Vision / Rationale / How Did You Incorporate the Theme
While designing Horns and Grace, I wanted to implement Generosity not through superficial rewards or points, but as a core character and gameplay mechanic, built into both the narrative and the player's strategic decisions. For example: the player is presented as a demon-like swordsman on a path toward redemption. Throughout their journey, they encounter strangers in need. Every encounter like this presents the player a choice. Either be generous and help them, sacrificing cards. Or, walk away to preserve strength (deck) but deepen the character's inner Oni nature. The cards are themed around the player character's negative traits. And by helping people and removing these cards, the player character is removing those negative traits as well. It's displaying a change in the player character over time.







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