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interesting concept, i really liked it! art and flavor was great as well. a few comments on balance, though:

  • some cards are strictly better than others, and the difference in rarity isn't enough to make up for them
  • i feel mixed about not having the ability to discard at all. i think it incentivizes planning ahead, but if you're stuck with bad cards then it feels crippling.
  • most of the guest perks are pretty useless while the rest are way too good. duplicating cards is op, especially when you stack upgrades on a card that's always good like the +15 faith, -1 sickness card or the locking cards. mill for the first few days and then removal is essential to make sure the card rewards don't clog the deck with trash.
  • speaking of trimmed decks, the inability to skip cards is also interesting. (or i just didn't see the option to :P) i think it'd be fine if we had stronger removal options
  • i also wish there were non-card consumables or some kind of currency to let you do more things per day, as every day feels mostly the same between stages. it'd probably help runs feel different from each other.

but given that it's a prototype, i think it has a lot of potential!! looking forward to more

You'll be happy to hear that we've already implemented some of the things you mentioned for the upcoming steam demo. There'll be cards that let you discard, villager abilities will be only available depending on their well being and their abilities have been rebalanced. Thank you so much for playing and giving such extensive feedback :) 

Thank you for the constructive feedback! We are going to check these points in the team. But some of them are already taken care off.  The prototype is an old version of the game so of you are interested in the new features you can join our discord for more information. 

Really appreciate your feedback and your time. <3