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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.