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I do love deckbuilder games and eurojank, and I think you have a solid design here, so I hope you continue to improve on this. Can't help but feel you got mired in the polishing though. It was cool to see all the camera sweeps and card flipping the first time but they quickly got in the way of playing the actual game. Being a digital game means you don't necessarily have to simulate every single board game component being moved, especially when it becomes detrimental to the experience (e.g. not being able to see card descriptions in the back row of the shop). Most of my complaints are similar UI related nitpicks, most of which boil down to "speed up the animations" and "let me see more information at once".

I have board game experience so I was able to understand the rules pretty quickly but I did have a couple rules I was confused by at first (namely killing monsters in the shop and being restricted to claiming only the first victory token you touch). I thought the deck designs and different win conditions were super cool. Not sure what the incentive is to heal other players when you're competing though, especially when outside of Tomo's self-damage and easily avoidable red spots there doesn't seem to be any health risk in the game. Tomo also moved frustratingly slow, and I realize it's because she focuses on killing monsters but the need to collect at least one victory token means she felt pretty frustrating. My highest frustration was being forced to play that one card that randomly teleports you. Not sure what that was about.

I can see very high potential in this game with a more filled out design, better balance, and the rest of the bells and whistles like music and AI and such. I really hope you continue work on it!