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(1 edit)

I like the concept of the game of thinking fast and identifying the enemy's weakness just by its visual appearance. That’s a great idea! I also like the tutorial, it’s very well done and explained. However, the explanation of the "Effect" attribute isn’t as intuitive as the shape or nature attributes, and it’s not as easily readable as the others.

The shape attribute is the easiest, it’s just matching the same shape, so there’s no rock-paper-scissors game there. Then, the elements require quicker thinking, like fire beats green, water beats fire, etc. It’s a bit trickier but still well-balanced. The "Effect," on the other hand, is much harder because it’s not very clear, and the explanation of why one beats another doesn’t make much sense to me. It feels significantly harder compared to the other two, making it somewhat unbalanced. Maybe making the "Effect" work like the shapes (just matching the same effect) could be a better approach. That alone would already be challenging enough, and compensate by making the "Shapes" a bit more complex by adding counters, like the "Nature" attribute.

Also, the block system sounds like a good idea, but I don’t really like how it’s implemented. Instead of actually thinking about the word and picking the correct letters, it ends being more like playing osu!—just click the circles as they appear. It’s perfectly doable, no thinking required. A way to improve it could be having a phrase or a word with missing letters, and you have to figure out the correct ones from a pool. If you select a wrong letter, you lose some time before picking the remaining ones. That way, it keeps the core gameplay of thinking fast and makes the word-completion mechanic feel more justified.

Overall, I really like the idea! The first time I played it, I was  locked in because of the adrenaline from having so little time to think. As I said, there are some things that could be improved, but I think the game has a lot of potential for expansion. More levels with different gimmicks or mechanics, or even battles against multiple enemies where you try to optimize max damage, could be great additions.

Good gameplay idea, it has a lot of potential! :)

I appreciate the feedback. 

  • Effect was indeed one of those attributes that made me think twice before selecting a card. There is some logic behind its effectiveness but it's far from the elemental type chart in terms of familiarity. 
  • The shapes were probably too easy, didn't see a particular type effectiveness chart that would be intuitive enough. I could buff the effect multiplier and lower the shape multiplier to make it a bit more balanced, as well as expand on the effectiveness in the tutorial if that helps the player understand. 
  • Your suggestion for the block minigame is a good solution to the problem. In the beginning I had a similar idea and opted for the "osu" style so it seems I might have to revert that and implement a time based penalty. 
  • Glad to see you felt an adrenaline rush playing the game, did you eventually get to the victory screen?

Sorry for the late reply, but yeah, I made it to the victory screen.