Skip to main content

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

The feedback system in the web build was broken when I tried, so I'll leave my feedback here.

Interesting premise, but way too hard overall. I was very confused why I lost defences on enemy turns where they were not going to deal damage. If status effect attacks remove shields, shields should in my opinion block those status effects. Enemies take really long to kill as soon as they have any kind of healing ability. The first boss absolutely bodies me, gumming up the playboard with the poison cups while self-healing for a ridiculous amount and applying a weakness debuff you can't get rid of. He pretty much stays at max health at all times in my two attempts at fighting him, which lasted way too long each time (I didn't check, but felt like roughly 5 minutes each attempt). I've spent many turns in this fight just spamming rest to clear out the board, as he simply gets you stuck way too fast. This stops you from effectively using your consumables on top, making me disinterested in buying anything that isn't an instant effect instead of more tile clutter.

Strange, I actually received 3 copies of your feedback, so it's technically working fine, but maybe something in the connection makes the game think it's not working.

Either way, thanks for the feedback! Balance is something I haven't spent too much time on yet, but you're not the first to point out that that fight is busted. So that gives me a clear target ;). I'll tweak that for future builds. Probably just reduce the healing a lot, since that seems to trip most players up.

Your armor is always lost at the beginning of the next turn, but it seems that wasn't fully clear. The only status effect that directly affects armor is one that lets you retain it for more turns, after you match a lvl3+ shield. I'll see if I can make that more clear in the future.