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(+1)

Great prototype, big fan of the roguelike deckbuilding elements and the idea of sharing energy between movements/attack/defense.
It might be nice to give some benefit to passing a turn or ending with excess energy, because a lot of the time I ended up with no reason to actually do anything on a turn (ie moving would put me out of range or open me up to attack and I had no defense cards) and repeatedly passing turns waiting for attack cards is a little boring. I could be wrong though, maybe once encounters become more varied/fleshed out with more enemies and obstacles this wouldn't be a problem.

Thank you! Agreed that the gameplay could use some improvement here. One option is to have some passive modifiers that provide advantages from unused energy. But there are possibly other ways as well. Appreciate the detailed feedback :)