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Pretty fun and excellent game design all-around. Spirit Warden takes away the micromanagement aspect of tower defense which I am not a fan of and instead focuses on the interactions of the card game, which is awesome. The player doesn’t truly die and can respawn, which is a good design choice. The fact that the enemies can be personally killed by the player and the staff retrieved like capture-the-flag also makes the game much more dynamic and interesting.

There are bugs in the game where I couldn’t draw any more cards (and in turn, couldn’t play anymore Mana or Health cards) and I always had to hide/show the hand to update and actually see the cards that I’ve drawn. Another thing I’d like polished is the Mana and Health cards need not be directly dragged onto the player - it didn’t feel good from a UI standpoint to perform while moving around. Maybe make it a bigger area or allow it to be dragged anywhere onto the play area so that it’s easier to trigger. One last suggestion is to have a bit more focus on strategy and make totem effects more distinct/clear, so the player can feel that their card actions are more impactful.

Overall, I had good fun and I’m impressed with how well the design and mashup interactions are. It just needs more polish and content which I look forward to seeing in the future. Great job!

Thank you for the review and I'm glad you had fun! Originally I planned for the totems to be unique in the sense of status effects such as slowing down the enemy or buffs to other totems. I also wanted certain totems require a totem "size" before placing it but ultimately ran out of time and settled for the more boring faster/higher damage. I totally plan on going back and reworking them back to my original vision.