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(+2)

going to piggy back on a lot of what im seeing in the comments. the permanent/persistent potions (eggplant/hypno spyral) are insanely annoying to deal with on the receiving end, especially the enemy who does both + expansion potions. rather than nerfing them however, another option could be to include the corruption/conversion potions in the players starting deck. This would give the player some agency in dealing with them, while still leaving it as a viable strat for players to use.

In terms of progression i would love to see some more control in how we sculpt our run. some options being providing multiple options to transform potions into, an option to add a potion w/o needing to transform, being able to use potions from our deck (but still limit the uses of the upgrades to 3 per round), or being able to remove a potion entirely.

overall a very solid start and especially impressive given the time constraint of a game jam!

(1 edit)

also i may have broken the game, game REALLY doesnt like it when something from an opponents flask makes it into your's, there is an ice slime in my flask that alone is big enough to cause a backfire (thank you way too many blue slime)

found that this also completely bricks the game, lets you start a new run, but the opponent couldnt resolve their flask, nor could they lose