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(2 edits)

This was a fun entry and it was very smooth once I got into the mindset of how combat works. Has the potential to be refined into something grand, as the mechanics are all there and just needs a bit of card balancing. 

I went for the daze/poison route which is insane towards the late game, where you can just dish out huge stacks of poison and stunlock enemies (or just walk away from them and they die to dots). I even had an encounter in the fire area where I fought and killed two enemies at once without being touched. And poor Dad had 21 poison stack on him, and never got a hit out. Gold becomes irrelevant from the second world on, as focusing on getting upgrade power is much more important and gets you cards with 3 turn stun or 5 poison damage (yum!).

The graphics was excellent, the polish was top notch, as we've come to expect from Jimbly&co, voice acting was great, the game was really smooth to play and I  had a lot of fun.

To critique, I'll join the others in saying that the one-way fire area was a bit meh, especially when backtracking at the end as I looped over and over in some areas until I found the way to go back again. Can't tell why that is, since nothing was hidden regarding the exits...

(+1)

Thanks for playing and the feedback!  Yeah, either Daze or Poison can get overpowered - both together are ridiculous.  But, I like to think that if the final boss gets a turn, you're not deck-building right :D.

For the fire area, the exit I think people are looking for is to the left right after you go through a door, and the very low contrast visual style I did for the fire area means you don't even notice the hallway there unless you're really looking for it, so you just don't look to the left to see it.  For a post-jam update, I've moved that particular one so it's visible when you enter the room on your way out (though the rest of the one-way doors are staying ^_^).

Glad you liked the visuals, it was fun trying something different!