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(2 edits)

What if I told you that poison damage was only the beginning?

I have seen the tip of the iceberg of the post-victory endless mode. Suddenly, Jasper's doing 4 damage when he steals mana, then simulating an ally's attack. Which means you have a one-third chance of proccing poison or fire, all for the cost of one measly fire mana.

Even better, this completely flips the mana cost-to-benefit on its head, so instead of thinking "how can I survive long enough to source one wind and one water mana," it becomes "how do I manage mana overflow so I don't accidently run out of red?" Sometimes you have a little extra blue, so you have the fireball do a standard attack. Sometimes you're trying to keep a specific enemy alive long enough to loot it. It's nuts.


They have somehow created a game where, if you min-max it hard enough, the cheese suddenly wraps back around to deep, nuanced gameplay.

5 out of 5 Unobtanium cards that you skip because they're for Best Girl, and therefore useless.