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Kek

Thanks for playing. What was the confusing part? Do the rules need examples, card actions should be animated, or does the AI make you think you are doing something wrong?

(+1)

Misc list:

  • Wasn't clear on which cards could be stacked together 
  • What effect placing a certain card had, it took me a second to realize how blocking/evading worked.
  • Every card except "Hole" was green would made it hard to tell attacks, blocks, evades apart
  • I thought "Hole" worked by just nerfing whatever stack it's on top of, so for example if I put it on top of an opponent's "cover" my next attack won't be blocked by that cover card, but I think this wasn't true
  • No sfx for dodge, block, hit makes me read a combat log to figure out what happened
  • Drag-n-dropping to discard became laborious, might be better just to have a "pick cards to keep" phase instead. 

I think clear card signage(so I can get all the relevant info at a glance), sfx, and animations would all definitely help proportionally in that order.

Also I liked the idea of having a limited deck, usually I'm used to everything shuffling back in and going until someone is dead but that would have become pretty frustrating against the mind frayer and was a good indication that I might not be ready for the fight yet. 

(+1)

Thanks, that helps a lot. Hole was actually supposed to work like you described, but I had to limit the scope. Same goes for card animations and designs (I wanted to go for punch cards, but put it on hold).