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(+1)

I finally did it!

I tried several strategies on this one. First went with Gnome and Dwarf a few times, Tried Human but no luck this took me about 3hours. Then I read that cryptrat beat it with the elfs, so I gave that a shot. I got to the king in first try, but failed cause of bad luck with the cards drawn. I had to do it all again and I got a bit luckier.

The game is polished and works well in most parts. I wish there were more informations about the skills, cause some of them I got no idea what the short description is meant to do.

There are some bugs as well. If you unlock the first card dealt cost 0 (I think this is the cause) then when you pick up a new card they are all showing a cost of 0, so its hard to determine what their cost to cast actually are.

Also when picking a card, (and when inspecting the draw pile, exhaust etc) the rest of the screen "blurs", which I get why its done, but at that point you want to know how much mana you got what effects are active etc. So Maybe try to find a solution for this.

I think the apply to all attack is applied to the ignite card (base damage 6), but not the purple attack card (base damage 8), cant remember the name.

When you are at the summary before starting the game and press back, there buttons are overlapping up in the right corner I think its both the "Begin" and "Random".

When you inspect your cards in the stack and the cards needs scrolling to be seen. Dragging the scrollbar doesnt really  work, I think it acts as if you want to close it. Only thing that works is scrolling with mouse on top of the scroll bar. Maybe allow scrolling over the actual cards would be nice as well. I just went back to the game now and found the card analytics, looks like a great feature, but I never figured out it was there during my 6h playthrough lol.

Maybe the color of the bar for the cards could indicate the base cost of casting them somehow you kinda want to know this in some quick way while playing.

Music has variations and works really well with the game.

As for most of these card type games, the dungeon crawling is very basic, and the game is mostly the card part. Would be nice having the crawling a bit more interesting.

Super nice submission! Well Done!

(+1)

Woah, thank you for putting so much time into my jam entry! I can confidently say that all races and card types can beat the game, but I do think elf and either cups (purple cards) or wands (yellow cards) are easiest given how they manipulate enemy actions.

I’m working to get a web build of the game good, but not necessarily patch any of these bugs (unfortunately). In self reflection I like the concept of the game but not my execution, so I’ll probably rip out all but the bare bones of the card mechanics, same for the relics (the level up rewards), and the character creation and map progression system. I don’t want to get into the details just yet, but I think I’ve cooked up a really compelling replacement that’ll make the game both more fun and easier to onboard new people (to your point, there’s a lot of keywords and things you’re expected to learn out of the gate).

What I can say is to your last point: the dungeon crawling. A scrapped system (for time) was the idea that every card would represent something like Detect Traps, Perception, etc. Your deck would draw back up to 5 after combat for the purpose of exploration, and fatigue would carry over across battles. I kept the stuff these were going to hit (namely secret rooms and hidden chests) and just made them more noticeable so as to not require the card effect. This is something I want to bring back into my rebalance/remake of the game, but not quite in the way I was initially intending as the fatigue aspect would be too brutal.