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(1 edit) (+1)

It's good rogelite but I would, remove the power up cards from the starting selection of cards, and if posible make imposible to pick the end round card. so the player has to at least try to beat one stage with enemies.

The bigest issue it's ever the end round card appear you don't have reason to not pick it literally, skiping rounds and that is a thing you don't want in a roguelite,  there is no reason to risk as the "power up" cards only last a single round, whould be intersting if you can stack them in some way to the upcoming round. and that go in counter of the core of you game loop, you need to find a way that pick or not the flag card be an strategic choice

(+1)

Thank you for the feedback, it is greatly appreciated. I broadly speaking agree. I initially had plans for your booster pack reward being dependent on you beating your own high score from a previous round, but another possible solution (one that I thought of while reading your post) is to maybe have the exit have a minimum cards played requirement to be playable. Regardless, I def want to keep tweaking and make the flag a more strategic choice like you said. Thank you again.