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Very cool!

Sadly didn't manage to beat it in the three runs I did. Did come very close to it twice though but got kinda dicked by RNG in the end.

The visuals are great. Everything looks nice and easily distinguishable. All I'd really do is add more animations and better (if there even was anything else besides linear) easings to existing ones like for example shuffle seemed very slow and stiff. But other than that it looked pretty damn flawless to me.

Same story for the audio work really. The music is chill and doesn't get annoying at all even with repeated plays. The sound effects too were nice and informative.

The gameplay is interesting but it's a bit much at first. Restricting the shop options to only what you can buy might be a good start to have it introduce itself a bit more smoothly. And I'd rather see the tutorial be more integrated to the first few rounds and not being an info dump in the beginning.

Being a full information game, it'd be nice to have the spawner cards also include the description of the card they spawn on them. I kinda strayed away from some of them thinking that their targets would be a hinderance (like some of them are) but they ended up being good too. And then there are loads of items that have a pointless cheaper counterpart that pretty much just clog the shop and are noob traps (torch to lantern, bonfire to axe and so on).

Had to go for a one more try but no luck again... so close again! 

But this seemed like a solid strategy really. Have a bunch of lanterns to light up the start, tip jars and super soakers to rack up some money and flips. Then harvest all the stacked up envelopes/leaves/balloons/fireworks and have some moons etc to spend them on.

Some of the other cards were interesting but didn't really seem worth it in comparison. It might be more interesting if there were less options to choose from but in turn you could spend all your money instead of just buying one card. Or you could even have both kinds of shops and even more different "events" in between to make the runs more varied and interesting.

But the early game is so boring, slow and tedious that it really deters me from trying again. You basically have to slog through the same steps every time pretty much getting rid of your starters and slowly building some bank to get it going with new ones. It just didn't seem fun after first two times. Dunno what a good solution for this would be though. Being a roguelike kinda limits the options as can't really have checkpoints/levels so that the goal would first be 10 coins for example and then it would kinda save your progress there and continue to 20 etc. One way maybe could be being more in roguelite vain and allow the player to maybe manipulate their starting deck somehow.

Good job! 👍