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I took the time to install a Linux distro (openSUSE Tumbleweed 64-bit) just to be able to play this game. Just a heads up for anyone who tries to do the same, I needed to install libglfw3 package to start the game. If anyone faces the “GLFW: Cannot make current with a window that has no OpenGL context” error, you need drivers that support OpenGL 3.x, and for me, I had to use the proprietary NVIDIA drivers.

Anyways, this game has decent graphics and atmosphere - from the start it feels like a mystery is looming and Harebell is there to find out what’s going on and it peaked my interest. I also appreciate the dialogue, things like that add to the experience. I hopped around, backtracked a bit, and BAM! Hit a wall and everything turned white with no way to proceed. I had to delete the save and start over because it persists even on game restart. This time I was careful not to collide with any walls that I can see. Using Vision, I spotted some enemies on the right and headed there… got Bunny card, then went middle and got Pororoca or something, then head left and BAM! Accidentally hit a bush and everything turned white with no way to proceed.

I couldn’t complete the game because of this bug, but I managed to play through some of the fights, and with the demonstration video on the game page to fill me in a bit, I think it’s sufficient for me to give a rating. There’s no tutorial; although this may be part of the narrative, I would like some indication at least as to what I’m actually doing - if it’s a flee button then perhaps it could say “Flee.” Harebell mentioned about transformation, which is hard to notice because she transforms in the faded background. When pressing the middle button, I thought all it did was swap cards and did not notice the change in HP at first. I also didn’t expect the Vision card to be an AoE attack, because it’s supposed to be Vision - things like that feel unintuitive; the game doesn’t explain anything and there’s no revelation or a-ha moment.

Gameplay-wise, it is a decent turn-based game with some decision-making involving which enemies to attack first and what spells to use. If there wasn’t the game-breaking bug, I’d say that it has some exploration, using Vision to scout out potential leads. It’s sort of like a card-collecting mystery game, which I think is a cool concept. When defeated, the player can simply try again, and I think this is a good design choice given the current mechanics. Currently, strategy is quite minimal; perhaps allowing the player to choose which cards make up the transformation and which cards are for human-form, or allow enemies to do more than just basic attacks, could make the gameplay more interesting.

All in all, I had a bit of fun destroying some slimes. It needs more polish but it has potential. Keep it up!

Thanks for playing and for the detailed review. The bug you encountered was an oversight, I did some adjustments in the movement and forgot to update the release executable, the version you find in the sources_code.7z  has this fixed.

> I also didn’t expect the Vision card to be an AoE attack, because it’s supposed to be Vision

 basically "lack of polish and vfx", the idea behind the vision was that they would make the enemies attack their allies, because they see their allies as enemies or something.  That's what it does in the code, but we don't have any special effects to communicate this (also overpowered, you basically trade gauge  for not getting attacked and doing damage).

>I thought all it did was swap cards and did not notice the change in HP at first. 

I remember putting this detail on a dialogue before, but removed for some reason, sorry.

This game was a test drive to our engine, we'll be working on a tactical game once I work on some tools for it, we'll reutilize the harebell setting.