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(1 edit)

Sometimes the game freezes on the enemy's turn (mostly desert stage). Returning to menu resets the run.

Vision only works once, then it becomes useless. The enemy probably doesn't need it but I can't be sure.

In my experience, Dentro and Hydro were very easy, Cryo and Psammo were easy, Erebo was fair and Pyro was hard as 4/5 cards are rendered useless most of the time.

Overall, it's a solid game with good potential. It boasts traditional mechanics and decent replayability. A bug or two and some slightly ambiguous descriptions detract a little bit from the fun but it's still quite enjoyable. I look forward to future updates.

Tips:

- Hover over HP to view its max value.

- Tide's +Same HP means gain HP equal to damage dealt.

- Nothing stacks but +/- Atk and +/- Shield.

- HP swap swaps current HP, not max.

- Desert stage "miss" turns are random, each players' turns are independent from each other.

(+1)

Wow thanks for the feedback and tips!!

- I'm working on reducing asset size which should hopefully speed up loading. Will see if I can add a Resume button on main page.

- AI algorithm normally skips Vision. I have some idea to fully remake the card.

- This is very valuable feedback actually, I'll definitely make boss level more challenging. 

- I intentionally keep card description brief so that all instructions can fit in the card, and players can discover the nitty gritty themselves. If it still feels vague, I'll see where I can clarify e.g. hover on a card to see the effect in detail.

Again thanks for playing!

- The freezing happened at round 50 (I had several turns of being unable to attack :P). Happened again during the ice stage:The opponent's chosen card just stays there. Reloading actually sends me to the previous level as if I'd lost the round (which is why I found it strange that returning to menu didn't do the same).

- Nice, I found the boss stage's variations the most fun, I had to try them all.

- It might be difficult to strike a good balance. I like no hand-holding in games but I also enjoy planning ahead. I played one two more runs for good measure. Having gotten a grasp on card effects, I didn't mind the lack of descriptions that much (but please take this with a grain of salt). Maybe stage effects are a little bit easy to miss (wind, flood).

I'm glad it helped, thank you!

(+1)

Ohhh so it's indeed a bug that's introduced recently! It's much easier to find it with the context you just provided.

So the game will end in a draw after 50 turns has elapsed, there's a bulletpoint in the help page and I figured player will discover it the first time anyways. The purpose is to prevent overly defensive playing and the endless loop of "damage - heal - damage - heal" which is NOT FUN.

I fixed it and also added a confirmation dialog whenever user clicks Exit to Title or Reset Entire Run. 

(+1)

Nice! That'll definitely help. I'd seen turn 50 once before but I wasn't too sure it wasn't coincidence until I noticed it again :P

(3 edits) (+1)

Good point on stage effect, it needs to stand out more visually. It's just me being lazy, if you play the game muted and don't pay attention to the red turn number, you wouldn't realize your attack just missed / effects are gone xD