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Do you play on PC or mobile? I do not quite understand which locations you refer to. Do you mean to place ‘end turn’ button between cards and items

I play on pc ... my eyeside is  not the strongest so i prefer a large screen ... on my screen the cards will be placed at the left side, the "end turn button on the far right sight"... so it's just a bit uncomfortable to play the cards on the left side and then reach to right sight (But I prefer full screen).

This is strange. Can you tell a little more specifics? There may be bugs in level progression / balance.

I wish I could, but I don't remember the exact enemy types now... "maybe the rats" were supposed to be difficult cause of poison damage or something.

“Fatigue” is meant to make “infinite” builds harder to create. Is starts to take effect only after you play 10 cards per turn, which is very unusual for basic Warrior build. However, after unlocking more cards / items, player gets access to many combos which allow dozens of cards per turn. In fact, this is one of the most common victory conditions on higher difficulties.

Could you maybe introduce it later than... ? It's just if I play a card game I want every card to have a potential value,  even "if it's not likely to offer value" -> I would on easy mode only keep relevant cards that can offer some value for the player (for example throw out the coffee artifact) ...

This is a general problem in synergy-heavy games (which mine certainly is). There are special mechanics in my game (card stashing and quests) which helps player to increase probability of assembling combo. You may want to read strategy guide on this forum for more hints. That being said, I will try to add more toughness-related quests in next version.

Ok I overlooked the quest mechanic altogether. Would you say toughness is quintessential for "new warriors" in orrder to win (of course something with vampirism might also work... but never got a combo for it)? What I didn't like are hand cards "that offer not the slightest amount of value" at the moment they're presented ... for the artifacts with permanent effects this is ok for me - but hand cards that crowd your deck "with future potential" don't feel great at it all... there like "you can pick me and take a high risk to ruin your potential".. and (yeah i want to pick them for that reason) but the chances of them ruining your run feel to high.