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(+1)

>"Unironically - I wish I had your cards as physical cards. Maybe on a Bicycle deck or something. But your art is SO GOOD. Peak sovl."

Thank you very much :> I will sadly have to add some colour to the game, because readability seems to suffer for many others, so hopefully youll still like it with that change.

>"UI is a bit odd. I got kinda used to it since I'm familiar with Cultist Simulator, but I think it'll be confused to anyone else"

I decided to separate the cards and events because i wanted to have visualizations of the background available. When you streamed the game and instantly repositioned the events to be all next to each other i had to laugh so hard but knew you played cultist yourself ahaha. Was a fun stream, sadly wasnt able to watch the other days.

>"Also - you should probably add more identifiers to the cards and slots - like types (person/location/etc)."

Gameplay wise i already have a lot of hidden modifiers, stuff like "fogbeing", "slave", "human", "location" and so on. But i dont visualize them right now. I will have to visualize those and also a tooltip that lets you hover over attributes i think, as some of the symbols arent super readable right now. Im also thinking about reworking combat to be a little bit more in depth maybe, as id like to seperate myself a bit more from cultist simulator. But that may be overkill ahaha.

>"The idea of tabs is actually pretty cool, but it's not very noticeable.

Thank you :> I have some ideas id like to try out with them, i wanted expeditions to feel more special than just sending people away. Hopefully ill have something until next DD.

>"Really looking forward to the next demo, keep it up, I love cultist simulator, and I loved your demo!"

Happy you enjoyed the demo, even if its very early into development.

(+1)

In regards to "typing" the cards - maybe iconify the large card family - like "location"/"creature"/"resource" - and then keep the hidden subtypes - like "slave"/"fogbeing"/etc. That way you can still keep the mystery while letting the player know generally where the card could and could not go?

Also - yeah, tooltip hovers will help a lot. I kinda didn't understand what the skill icons meant. Didn't stop me really, but it would've been nice to know what the "gas mask" icon meant.

That approach makes a lot of sense. Ill see what i can do.

Also the gas mask means sentience ahaha. Its supposed to be just some anime head from the side.