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(+2)

It's a really neat little deckbuilder, very easy to pick up and play. The presentation is particularly impressive - I love the old school 3D vibe! 

I think a few people below have mentioned that it feels too luck-based, and I have to agree. Most of the damage I took was self-inflicted, which doesn't feel great as a player 😭 A quick fix would be to make the corruption chance ramp up more slowly, but the fundamental issue is with random chance - every card has an increasing chance of actively hindering you! If you take a look at Pokémon for example, Fire blast/Hydro pump/Thunder/etc are all used less because of their negative effect. This is now every attack in the game! 

I don't think it's necessarily a bad mechanic, I just want it to be explored further - I am imagining self harm builds that give massive buffs when you're corrupted! High risk, high reward type stuff. Or other builds that mitigate it - I want more control over that chance, then I think it will feel better.

(+1)

Hi Dom, thanks for the feedback, really astute observations! It's been great to get so much insight from these jam comments. We will definitely be reapproaching tuning if we go back to this project in the future. We have lots of ideas, some quite similar to what you describe, on ways to manage corruption and make actions a little more deterministic. I didn't know that about Pokémon, very fascinating. Thanks for reviewing!