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Great game. It gets overwhelming pretty quickly when you have collected a lot of buffs/debuffs. The looks and and sound design are good, very snappy. I think armor and card draw are the best effects. You seem to pretty much need card draw to beat the later stages. And being able to tank 2 hits after a single move then keep the armor until next round is overpowered. Overall the buffs/debuff design was executed well. All the effects are useful and none of the penalties are too punishing.

Some more complex effects might be possible like "attack to the right after using a rook", but that would make your moves even more difficult to plan. One UI change that would help a lot is displaying the effects that are relevant to each card on the card itself with a little badge.

(+1)

Thanks for the feedback! On the final night before submission, I got a lot of comments about effect triggers being unclear. I only had time to add token highlights when they're tied to cards. Originally there were more upgrades and curses, but without time to balance them properly, I had to cut that content for now—saving it for the Steam version.
Right now, I'm planning to organize upgrades/curses into 'packs' like in tabletop games (think Runebound), аnd the batch uses several packs. This keeps mechanics from feeling overwhelming while letting pack combinations create tons of variety.

Packs sound like a great idea. Not sure what you mean by "the batch" in this context though. Good luck either way!