Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Solid game, after 2 tries I'd fully got the hang of it and had a super long run, I don't know how many rooms you have to go through to find the boss, but I must have been through at least 15-20 and then it black screened when I went to enter a card room sadly. 

The card battler combat is fun, sometimes the minigames felt a bit hard with the rng such as if the doors with the swords open in a certain order then it seems like you just die, the hitbox on the swords is massive so I don't think you can walk back through a sword as it goes in when the next door along is about to open, or at least in the 2 times i tried i never managed to.

I think there's a bug with the non-combat rooms, they are completely black and there's just the text boxes at the bottom (and cards in the middle for card rooms), luckily I was able to progress without issue despite this as it was just the environment.

I think what would massively improve the experience in the game is some audio, with card battlers it always feels really nice to have some nice *fwip* *pow! pow!* when you play like a double hit card. 

(+2)

yeah i ran out of time before i implemented sound, alas

i hope to fix that sometime

i'm currently working on a version that fixes a few issues - for one, the boss fight was bugged (you're supposed to fight Belladonna as your 12th room), and i've hopefully fixed the black screen issue as well. i've also made a couple more dramatic changes to the gameplay: several cards have had their AP costs reduced and (tentatively) the maximum AP amount is 5, and passing increases it by 2. (i hadn't had a chance to test a run properly before launch and i found it frustrating how often i ran into "deadlock" situations where i had good cards but no option but to pass!)

i'm also completely reworking the ghost's attack; the version that made it into the game was a last-minute compromise and it neither looks nor plays nice. it's still going to be a Snake-themed attack but now there will be an actual ghostly arm chasing you.

i also added one new card: "Spare Parts," which you can only get by visiting the Morgue when you already have all your parts intact. it can be used mid-battle to restore a missing part. as much fun as i had implementing the dismemberment mechanic and its consequences, i realize it's not much fun ending up stuck with only your basic jump kick! (relatedly, i also buffed the one-two combo slightly; the base damage is 2 whether or not you have both arms, though losing one still takes away one of your QTE damage bonus opportunities.)

(+1)

That sounds awesome! Be sure to let us know in the anthro server linking to your reworked version :D

One small thing that I remember as well now you mention the QTEs is that the visuals for them are a bit confusing, originally I was trying to hit the event exactly when the circle entered the edge of the inner circle where the heart lands, but the timing for it just seems to be in the yellow ring, I think what's going on is visually you've combined 2 different kinds of quick time events. It's not that big an issue, you find out after the first 1 or 2 misses that it's the ring, but yeah thought I'd mention it since you wanted to rework a lot of stuff.