Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

So as far as the concept is concerned, it's a pretty interesting premise.  Taking the role of a faction trying to defend itself from both a war on three fronts; a war between other factions, a war against creatures of the Wyrd, and a war between the machines that rival factions will send out to destroy you.

The gameplay kinda reminds me of Magic the Gathering with a twist, being that you can use discard cards from the hand in order to activate cards that you put from the hand to the field.  I really enjoyed this mechanic because it allowed players to focus on a resource without necessarily having to worry about said resource taking up valuable space in the deck, which actually kinda reminds me of Duel Masters in a way now that I think about it.  I also enjoyed how combat was designed so that a card could only affect a creature that was to the left or right of it and how the position of cards also determined whether or not you could even attack a specific monster at all.  Also, the emphasis of decking an opponent out really tied into the concept of you literally running out of time, especially since to my personal recollection, milling was more-or-less an alternative way to win, rather than the focus of a core mechanic, so point for originality on that front.

Unfortunately, I had to really say that visuals hurt the product.  If the flaws in visuals was limited to the cards themselves then I wouldn't have been so harsh on it, but unfortunately my problem has more to do with the layout of the game than any quality (or lack thereof) in the prototype cards. 

The picture used on the "anatomy of the game" is really cluttered.  It took me a while to understand how the game board was actually supposed to work and it mostly had to do with the fact that everything was too close together and a lot of shapes overlapped with one another.  If the author spaced everything out and used the dark blue square in the center to represent the tabletop (while keeping the shapes representing the player's hand outside of it) then I think it would've translated better.

Some of the shapes used on the card mockups are off-center and inconsistent in size and line thickness, sometimes text blocks will overlap with some of the text written in the document (though thankfully not to a point where it makes the overall text hard/impossible to read), and there is unfortunately a lot of dead space present all throughout the document.

With that being said however, the anatomy of the actual cards is clear and easy to follow, with the cost being in the top left, the power of the creature is clearly visible in the space next to the creature's type, and the space reserved for rules text appears large and spacious enough to cover the rules that will come into play once the game gets out of the conceptualized stage.  If there was one thing that I would suggest, maybe make the burn cost appear in the lower right corner of the card, outside of the space for rules text (maybe even reduce the size of the rules text to accommodate this change as well) and the reason I say this is because having the cost in the lower right of the card would make it easier to parse the burn cost more easily during play (since generally, people will read something in a "Z" like pattern by default) and it would help to eat up some of the dead space going on in the lower right hand corner of the card.

Overall, it's a fine prototype and I would love to see what you come up with in the future once you have more time to really finalize what the cards themselves will actually be.  With enough time and effort spent and a few tweaks to the technical aspects of the visuals, I could see it becoming a highly recognizable game in its own right.  Keep it up.