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I really like this game. This is one of my favorite  concepts of yours. Once I understood the mechanics, I had a lot of fun with it and was a bit sad when it ended after the first boss.

A simplified, stripped-down infinite deck builder debug game is a great idea (I especially like seeing and strategizing around the attack counters), but the internal filenames can be a little cumbersome. For-loops aren't a hastle, but Recursive-loop triggers can be a little overwhelming when I can't remember what each internal filename for each attack means at a glance.  It's hard to strategize when there are more than seven-or-so triggers happening per-turn and most of the attack names look like word-salad.

As it is, it's managable, but I could see the lack of cohesion becoming a problem if this game were longer / more complex.

Putting a more readable/memorable display name before each attack's internal filename may be a good idea, though if you feel like that is too wordy or undermines the vibe of the game, a better idea may be to add a window somewhere that gives a fully detailed readout of every trigger that is occuring next turn. That would be super helpful rather than forcing the player to mouse over everything.

Also, some of the textboxes have errors. The readout for Recursive-loops is cut off and While-loops has the following a typo in it: "while-loops will 'so' all of its attacks..."

I hope you consider revisiting and improving the concept of this game. It's very cool.