Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wow lot to unpack here, very impressive game for a jam!

Pros:

  • Visually the game is very appealing. The card art feels fresh and unique to your game despite simply being playing cards. The setting/backstory is wonderful. I love the sort of Alice in Worderland monarchy style of world and think this is an area you could lean into much harder to really give the game more character.
  • Player has A LOT of agency over the gameplay. Between the playing, discarding, and scoring, there are so many different paths a player can take action to action. This lends itself very well to a rougelike as it allows the player to experiments with different strategies run to run, even when using the exact same deck!

Cons:

  • This game's learning curve is STEEP.  Even as someone who has played a lot of deckbuilding rougelikes, I still struggled to find a good strategy within the combat system. There's a lot of moving parts turn to turn and it can feel extremely overwhelming as a new player with only a block of text as your tutorial. 
  • Some cards feel far too punishing for their effect. I felt this with the Hanafuda cards in particular (I love the inclusion of Hanafuda card aesthetically though). Their energy cost and score penalty felt far to steep for their effects in addition to also being a dead card for poker hands. I eventually just found myself just skipping these all together and felt like I had a more powerful deck for doing so.

Overall the game is oozing potential and was still very enjoyable to play in it's current state. Very well done!


I feel I need to make a disclaimer here—I did not make the card art. The French, Tarot, and Hanafuda cards were all assets I purchased. All the rest of the art in the game is mine, but you may wish to update your rating based on that. Ideally I would’ve done it all myself, but… well, it was down to the wire as it was. I apologize for the confusion.

A few people have mentioned the learning curve—definitely I would need to implement a guided tutorial battle in a full version of this. I knew presenting players with a wall of text wouldn’t be ideal, but I think I underestimated how difficult to grasp the game’s systems were. By the time I had it fully playable I was already pretty good at it, so I was biased in that regard.

Your insights on the Hanafuda are very interesting—I had not considered them being dead draws as as major of a downside as it actually is. Huh. If I’d have realized that sooner, I would’ve made them more usable to compensate.

Thank you for all the feedback! It was very valuable. I’ll try and do the same for your game at some point. Cheers!

Ah well my props to the artists for the card art then. But regardless of if you made the card art or not, you still incorporated ALL art together within your setting in a way that felt visually satisfying and cohesive. So I still stand by my rating with regards to the visuals.

Appreciate it. I’ve also put a comment on my game’s page clarifying all this so hopefully everyone can make a fairer assessment now. Thanks again!