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(+1)

Cool atmosphere and premise, and the music was good. The card designs look good too, and the descriptions were clear as to what effect the cards would have. The game could really do with some SFX though!

As someone who doesn't play many deck-builder / card games like this, i spend a good few minutes on my first turn just aimlessly clicking around the screen trying to work out how to play a card. Especially with some cards need into click on the player, others on a particular monster to target them, and others can be applied randomly. So that would be the area I'd focus on most in future development, finding ways to clearly communicate to the player, where to click, which enemy is targeted etc.

Finally at the end of each round I was given the choice of 3 perks... but all 3 were always the same - Heal yourself to full health, I didn't know whether that is a bug or just a case of running out of time to add other options in in a game jam.

A decent entry with good potential for sure.

Yeah, about card targeting, we had plans to put a glowing border around a card you clicked on and the same glowing border around potential targets to show where you can click on, but as always, we just ran out of time.

And about the rewards, healing the player completely was previously only a 3rd option. We had added a new gold card to the player's deck at slot one and deleted a brown card from the deck on slot two. We even had prepared UI for those, but after some thinking, we knew that we would have to show the deck structure to the player, and we didn't have time for this functionality. And after the deadline, we decided not to add those other rewards even if it was partially coded into the game, because we are unsure this could disqualify us for adding new content reasons.