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(1 edit) (+1)

A visually striking card-based roguelike with a unique presentation. The dark atmosphere, character designs, backgrounds, and effects are definitely the strongest part of the project and give it a memorable identity.

The card system is interesting, but it was not very intuitive at first. The compact way actions are grouped together is original, although some effects and relic interactions were difficult to understand without more detailed explanations. After a while, I understood the basic flow and the game became more enjoyable.

I also had some questions about the balance. On my first attempt, I lost very early, but on later runs I found a relic and combination that felt extremely powerful and allowed me to complete the game twice using almost the same strategy. At the same time, some other relics felt too situational to be useful during such a short run.

My biggest issue is the interpretation of the jam theme. Even after reading the explanation, it still felt more like a traditional card roguelike with the theme added afterward than a game built around the theme itself. That is only my personal interpretation, of course.

Outside of that, it is an interesting and stylish jam project with a lot of potential, especially if the card readability and balance are improved.

(1 edit) (+1)

Thank you!

>I also had some questions about the balance. On my first attempt, I lost very early, but on later runs I found a relic and combination that felt extremely powerful and allowed me to complete the game twice using almost the same strategy. At the same time, some other relics felt too situational to be useful during such a short run.

Ye, agree that not every action or relic is 100% useful, but what's more important is finding synergies (even strong ones) between them. Otherwise, hardly any game can build perfect balance (except Heroes of Might and Magic 3, but that's a different story). So yeah, I'll work on that in the future

>My biggest issue is the interpretation of the jam theme. Even after reading the explanation, it still felt more like a traditional card roguelike with the theme added afterward than a game built around the theme itself. That is only my personal interpretation, of course.

That's totally fair and I've heard it more than once, and to me the idea of playing around gimmicks with timers seemed pretty obvious from the start. But not everyone got it. So next time I'll try to make it more surface-level / more obvious.