Thanks for taking the time to share your thoughts, even the harsher parts are useful to understand how the game is perceived from the outside.
You’re absolutely right about one thing: the way I phrased my post clearly didn’t land as intended. I meant “original” in the sense that the mechanics don’t map cleanly onto a single existing title, not that the game is beyond comparison. Your reaction makes it clear that I should have communicated that better.
Regarding your points:
• About the story:
What you saw is only the initial incipit. My intention is to expand the narrative through quests, discoveries, and events found while exploring the maps.
The intro alone isn’t meant to carry the story.
• About the deckbuilder complexity:
The core system is actually quite simple. The three resources are mostly a framework the player uses when building a deck, and equipment is there to support different deck styles. The goal isn’t to overwhelm the player with systems, but to give them tools to shape their approach.
• About card additions:
Cards you pick up during dungeons are meant to be part of a survival-focused loop. They’re not permanent deck bloat, they’re tools to help you get through that run. The idea is closer to adapting on the fly but still thinking on what cards you would like to acquire and use to improve your deck later.
• About the overall direction:
The game could be a straightforward deckbuilder like many others, but that’s not the direction I’m aiming for. I’m trying to explore a slightly different structure, even if that means I still need to work on making the systems clearer and more intuitive.
Your feedback helps me understand where the communication and onboarding fail, so I appreciate you pointing these things out. I’ll keep iterating to make the experience more readable and coherent.
Thanks again for giving it a try.