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(+1)

I wasn't able to make it to the end, but the interplay between the cards, movement, hazards, and deck/life total seemed interesting.  I felt like the double down card had the strongest "risk it for the biscuit" vibes.  You definitely have to consider what could be scrapped from your hand if you decide to use one.  Also, hoarding too much of any one card will hurt variety and potentially punish you later on if, say, you want to just jump a single island to collect a free card.  This definitely adds some stakes to the hand management aspect.