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I liked the puzzle aspect of not only having to solve wheels, but also look at whether the enemy was attacking or blocking and picking the best card to use.

Likewise it was nice to be able to have the delay effects so I could have other cross-turn tactics to consider.

Overall I found it an enjoyable game, and it wasn't too difficult to end up victorious. I did think there were some balance issues, however, with most cards being unable to do any worthwhile damage while the opponent was blocking. The card with delayed self-damage with a 20x attack (for a maximum of 80 damage) felt easily the best possible card in every situation since you could just outpace the enemy even while you hurt yourself, and combined with lucky draws of delayed defense, or defense to counteract the delayed self-damage, it didn't really feel like it had any significant drawback to getting to lay down 80 damage.

Definitely could've benefitted from a longer jam period and just having more polish in terms of backgrounds and sound effects, but what was there was enjoyable and a fun execution of the idea.

Yeah, I think I should have had the delay effects visible between runs. The cards definitely could use more play, balance, and verity. I started this project on Wednesday, so I only had 3 days. I feel like if I pushed on it some more, polish could really bring it up a notch.

I originally conceived the game as a 1v1 network game (I’ve done multiplayer for jams before) but couldn’t get WebRTC working. Then I thought I’d do couch game, but thought asking players to have 2 controllers was a bit much. So dumb monster it is. Better monster AI could have definitely elevated that though.

Thank you for playing!