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Thank you, that makes a lot of sense! I'm very exicted to learn and talk about other people's design choices :)

Yes I do, but that may be just because it delayed in my second playthrough of the new version (and I wouldn't count the first since I was still figuring out the new mechanics and not really expecting to win anyway). This gave me a feeling of "I can play at least 11 rounds and then probably more" rather than "I can play 11 rounds and then I'm probably f****d" which I would expect from this type of game.

This takes some urgency and panic out of the 11th round but does add tactics, otherwise I could just mindlessly flip every card (doesn't matter if I die this way or the other). Without some kind of recovery mechanic I probably would also restart the game after the first 3 or 4 rounds if I feel like I'm not building a good deck. (There are a lot of cards which need to work in synergy to make sense, which I like a lot, but it also leads to situations when it's pretty early pretty clear that I'm not gonna win this one because I couldn't lay out a good basis for one approach or the other yet).

Ah yeah, that's a funny thing about making a game that heavily features pure randomness! For some people, they will never see the round delay. For some people they'll have it delay every time and think that the game is super easy. It sounds like for you, you just got a little lucky. I assure you, it will even out over time :)