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I like the idea of a deckbuilder + autobattler in VR. Getting to watch the battle unfold below you is cool. Nice interpretation of the theme: "It" takes two.

I played it twice and didn't feel I really had any agency. "It" always takes more cards than me, which I get is the implementation of the theme, but it means I'm outnumbered. I thought that would mean I would have some tools to beat the overwhelming enemy force, but I didn't find any a) unique units that my opponent didn't also have, b) combos between different unit types that can be exploited (all units were just variations of damage and defense), c) ways to influence the battle once it starts. Maybe I'm missing something, but it didn't feel there was any strategy other than picking soldiers/conscripts early so you can upgrade them later, but that doesn't help that much. Also once my army was defeated, the enemy just banged on my castle forever (there didn't seem to be any "health" on my castle).

(+1)

Yeah, we wanted to make the drafting aspect feel a lot more meaningful with the choices you could make and have them not be obviously too-good or all awful, and just got caught up on implementation. We needed the sim working and every unit visually distinguishable before we could properly tweak and balance them (and fix some simulation bugs like the wall thing), then we were out of time. Lessons learned for next time, for sure!

Thanks for trying it out!