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Wow ok first of all this looks absolutely amazing!!! I love the visual style and the camera effects going on, the audio is also great!! The game however while well explained as to how it works feels a bit arbitrary I suppose? I don't really understand the purpose of slots, as each ability you choose in a battle doesn't get expended or anything, and at its core no matter the player choice the outcome is entirely informed by the spin of the wheel and nothing influences that. What is the reasoning to playing a 300 attack instead of a 500 attack or vice versa? to avoid a worse outcome if it backfires maybe but there is no way to predict that happening so nothing informs the choice. I only dipped my toes into this so maybe i've missed something and if so let me know! I'd like to revisit it as you've clearly put in the work to create something very cool, having different modes as well is incredibly impressive! 

Thank you for playing!
The game is purely based on luck, 0 skill involved. If you choose more damage but lose, it backfires to you.
If player chooses damage 300 and enemy chooses damage 200, and player loses. The player loses -500 hp.
But if draw then player loses 200hp and enemy loses 300 hp.
If player chooses vitality 500 and enemy chooses damage 200, and player wins. The player gains 500 hp and enemy loses 200 hp.
And there is no hp cap.
So it's more like risk and reward type of thing. 
Maybe having just 1 card for each type could be the thing, but I just wanted to add some varieties.