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From a game jam persepective i think its a very good submission and i can't really give suggestions since it would be too picky.

But from one game dev to another i can give you my personal view as a gamer of it in general so you might get another feeling for the future.
The balancing is a bit too player-sided for my taste, i don't think you can really loose a card if you don't do an oopsy. With it you can focus full on getting more money and upgrading your current cards to not loose cards even more. With it comes that "buying new cards" and "new cards level" become an empty button.

(but i know you might have planned some things that didn't made it into the game to balance that out)

Still, Numbers go up = fun. Simple as that. Smooth animations and controls lets you stay in the flow. 

In conclusion: Balancing - especially in a set time window - is hard and needs much experience. Atleast i never get the balancing right the first time and need some patches :D

Hope you can use these insights from a players perspective. Keep up the good work <3

> The balancing is a bit too player-sided for my taste, i don't think you can really loose a card if you don't do an oopsy.
Yeah you're 100% right, I had to pick between too hard and too easy as there wasn't time to balance it properly so I chose the latter. It's much easier to lose cards when the enemy card levels advance properly, but I couldn't get it to do it reliably so I threw in a -5 on all their levels to keep them in check!

>  "buying new cards" and "new cards level" become an empty button.
True. I think being able to sell cards would fix this though, especially if there were more card types in the mix you could roll for, to make it worthwhile - atm there are only 5 cards so it's not worth it unless your deck becomes unbalanced.

> Hope you can use these insights 
Yes thank you, they are very helpful! Do you have any more suggestions? Don't worry about being too picky :)