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Honestly, this game is fantastic. I haven't played a game this fun in a long time. But then again, the game does seem a little low on overall completion at the moment. Since there's only one level available, the enemy difficulty in that first level feels a bit lower than usual. Of course, I understand it's just a demo—but precisely because it’s a demo, I think there should be a reduction in the number of special statuses/keywords used, especially since I’m not quite sure what some of those keywords or effects actually do.

Standardizing descriptions is quite necessary. Providing clear and consistent wording, and making sure important information appears where it’s needed, is equally important. Also, I think the number of enemy attacks is a bit too much—it makes the overall combat flow feel a little... cluttered. Sometimes, I feel like if enemies only used one card per turn, it would help reduce the information density significantly.

A lot of enemy cards don’t really synergize with each other; in many cases, it feels like they’re just stacking random effects. I think it might be better to make individual enemy cards stronger, but reduce the total number of effects each turn, so the pacing feels less overwhelming.

It would also be nice to have clearer feedback for injuries. For example, when I’m swiping or checking values, my attention is mainly focused on the cards. As a result, I often miss when I take damage or heal, simply because there’s no noticeable feedback. Having at least some kind of hit confirmation would be much better than nothing.

That said, I didn’t get a very clear sense of the difference between HP and Desire during my playthrough. From what I can tell, Desire feels like a variant of HP—just used by characters that are more focused on that resource. But since many cards seem usable regardless of the character, it’s hard to see if there’s a meaningful mechanical distinction between the two.

Also… for a size-based game, how am I supposed to win without a good stomp or two? When I’ve grown to be thousands or even tens of thousands of times bigger than my opponent, I feel like it’s about time to end this farce myself~

Then again, with the way the current values are designed, it seems like both sides recover their sizes every time you start a new battle. I can see why that’s necessary for balance—but there’s something a little empty about realizing all the growth you’ve earned is only “temporary.” And with percentage-based growth, things can escalate really fast—both for the player and the enemy. Once that size gap opens up for whatever reason, it just snowballs and becomes harder and harder to close. And because of the nature of percentage scaling, values keep accelerating faster and faster. I only tapped the value a few times and already shot up to 2 kilometers tall. That’s… a bit much. So I think a better system might be to rely on fixed-value growth, and have both sides gain size only from each other whenever possible. That way, you avoid extreme inflation.

By the way, do you need any help with UI design? I don’t have much experience in that field, but I’ve worked with art before, so I might be able to assist a bit.