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(+1)

The card battling system in this is very engaging, and the dialogue did so much to communicate the ideas behind the mechanics. Flowing back and forth in your mental state to throw off an intruder was so well communicated through the mechanics. Thematically I like it a lot. 

The pacing felt a little slow, and I think it's because of how separated stepping and balancing stats is. I actually really like the movement mechanic, but I'd love to see cards that adjust your stats and position at the same time like: cower to step back +despair, saunter to step forward +lust, intimidate to push opponent +fury etc.  Offensive cards could also be a little more common, near the end I was cycling hands for a while waiting to deal the final blow.

Though all that being said, this pacing kinda makes sense for essentially a high stakes boss fight, and would make for a good boss rush if you wanted to expand the story to just a few more opponents. I think the tone served the tension in the beginning, but the hopelessness of the endings might be a little heavy handed. I do also always advocate for a horny payoff for winning and not just for losing. Maybe you turn the tables and quell his rage to make him docile. Or just fuck him like you're trying to fix him.

Great pulls for the music, the battle theme definitely added to the tension.