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(+2)

I liked the concept, but the game is basically Slay The Spire made on a game Jam. Which makes it hard not to look at all the unpolished things. Here's a list of my thoughts playing:

  • Despite getting more actions every turn, I have nothing to do with those actions and I end up playing the top card every time. Could be improved by removing the card draw limit of one per turn and have it cost an action instead.
  • The game does not tell me I have to drag the cards out of the deck. Is not really intuitive.
  • Cards don't tell me what they do. So I just end up doing whatever rather than plan a strategy.
  • I have no hint on what does any card do, so I have no idea what to pick at shop, which apparently just gives anything for free, but only once. I picked a castle thinking it was a good defense card and it only heals a little, so I just shot myself on the foot.
  • I can just skip the whole level by clicking '?'
  • The art is really nice.
  • I really liked the credits.

Sorry if my comment is to straight forward and negative. Not my intention to offend. I understand that the team is mostly new people for such an ambitious concept and because of the credits I can see you all did your best and had fun. This is my third jam and looking at the results, the games with the most simple concepts and fewer mechanics always come out on top.  Hope you all keep going forward and improve further.

No worries, we can take some constructive criticism :)

Concept was meant to be Old school Final Fantasy / Fire Emblem X Hearthstone.

I'll go over every point one by one :

- Adding more & expensive cards could make this better, I do also like the idea of using MP to draw more cards.
- Sadly yes, the programmer that was working on dialog & transition screens could not get it done before the deadline, our team wrote it in the game description.

- This I fully agree with, cards should have a way of showing info, we added a magnifying glass late into development that you can drag onto cards to see the description, this however did not function well enough to ship, and with 2 hours on the deadline and descriptions not being written out we just reverted that.

- Next point falls into that too :) , The shopkeep is an "It's dangerous to go alone- take this." type of guy. You can pick a free card to add.

- Question mark, will be an "event space" in the post-jam update. Events could be having an extra team-member => more cards, a random free card or an upgrade to an existing card, or just a sudden ambush.

- Tibs, Torag & Ducky did an amazing job with the art, I'm proud of them and the team. <3

- The credits was our collective "shit-post" where we kept adding random dev images, glad you liked it. XD

Thanks for checking out the game, how rough it may be, And also writing up some feedback. :D

Coming from the Pirate Jam where I had 2 weeks, to then GMTK 4 days in a team is something I definitely underestimated as a team-lead & lead-programmer, but the team and I had a great time. :D

And trying to get at least most of the core team to continue working on the project, iron out all bugs and add cards fully.

(+1)

You're too kind <3