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I'm officially addicted to the gameplay. And guess what, I think I've figured out the trick, because I've managed to beat it multiple times! My little riddle is this: Horns are blown in pairs, Barbell and Poisoned Edge are essential, Backpack makes everything faster, and Scout absolutely loves Ranger.

There's definitely a learning curve, as with most card games. I can imagine some players might stop early because of that. But once you're in the zone, it becomes incredibly satisfying. I'm a big fan of card games, and I think you did a great job designing the core mechanics. Very cool system.

There's one thing I'm not sure about, maybe I'm imagining it. Sometimes I play a card that has both blue and red damage on it, and with the left and right cards it should be enough to defeat the first enemy, but nothing happens. For my current strategy it hasn't been a big issue since I tend to stack a lot of horns, but for players experimenting with other builds, this might feel frustrating.

One suggestion: maybe consider adding a card discard mechanic. Sometimes I just end up with too many cards in hand. Also, increasing the diamond cap could be interesting. It might make ranger builds more viable and shift the balance a bit. Of course, this could already be carefully tuned and I might just not have discovered all the depth yet.

Anyway, fantastic idea. I had a lot of fun with it!

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Wow thanks for the feedback! Love the riddle

There's definitely a learning curve, as with most card games. I can imagine some players might stop early because of that.

I have given thought to ways of streamlining it (I intend for more mechanics to be introduced later anyway) so people dont bounce off it.  There might be limits to how approachable it can get but i wanna see whats possible first

Sometimes I play a card that has both blue and red damage on it, and with the left and right cards it should be enough to defeat the first enemy, but nothing happens.

Totally possible thats a bug, ill look into that!

maybe consider adding a card discard mechanic. Sometimes I just end up with too many cards in hand. 

i kinda think of it as a  gameover state for abusing horn too much but yes I see the need for that.  I'll see if i can skirt around it through balancing the cards. (I'd likely adjust how horn works- When finished attacking: if this is the selected card, then copy card on right twice-removes using them as a shield but probably adds more depth in needing to choose which cards to copy). 

Also, increasing the diamond cap could be interesting. 

I actually have that in my notes, i think i forgot to do that because i was scrabbling to get the game done in the last few days

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Really thoughtful design decisions. I’m looking forward to the updated version!