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Thanks! Is there anything particular that you liked or disliked with it? How far did you end up getting?

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I like the idea of mixing cards with tower defense .. in the implementation what you need is more feedback, I had to click around to find out, but a better UI and feedback could make it more clear how to play it ...  for instance I still do not know what makes some cards not playable from time to time .. perhaps the number of cogs idk, this is a nice idea, needs more polishing though ... the tutorial is very good btw (and ofcourse I only watched it after trying the game)

Ah, thanks so much for the feedback! Yeah, we didn't get to spend very long playtesting with anyone before release; that is very good info though! The main reason you wouldn't be able to play a card on a Tower is that the Tower has no more open slots to place the Card in; you would need to take a card out from the Tower and place back in your hand, and then drag the new card onto the Tower. We could definitely develop the UI and the UX a lot more given more time. Thanks!

maybe with some hover effects the UI could tell me that I cannot replace a card in a tower, maybe the tower cards could have distinct visuals so they dont get mistaken for normal cards .. I mean the idea is great, the UI with some work could do the job of 'teaching' how to play more naturally, using proper feedback and effects

Oh yeah, for sure. All of the cards in the game and in your game are "tower cards". It should show a red X when you are NOT able to drop a card on a Tower because that Tower's slots are full. (Actually I just tried it and it does show a red cancel icon, but it is so small that it is not noticeable lol) 

I do understand that it could be more descriptive in showing or explaining why you can't though, or even better, allowing you drop a card on an already slotted card to replace the slotted card with the dropped card.

Great idea on using some hover effects though!