Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I've been playing this game for a couple of days. Here's my review:

  • I have this really bad habit of skipping the description when I'm about to play a game on itch. Maybe because a good game shouldn't need an explanation, but mostly because I'm lazy. Either way, it took me a good amount of time to understand what the game actually was. It's not the most intuitive of games, but once it clicks it's not hard to play and understand.
  • I feel like 10/64 is just too small, IMHO. Also, 64 is a strange number: I got the feeling that you reused a Poker deck as the base (52+2 jokers) and added 10 cards, but there's no reason to do so in a digital card game. 65 with 50 dungeon cards and 15 from your deck or, maybe better, 50 with 40 dungeon cards and 10 personal ones.
  • I feel like you could easily forget to watch your energy (or, at least, it happened a lot to me). In any case, you should probably put something on cards that can't be played, since once you start recognizing cards from the artworks only you will be playing them without reading the "insufficient energy for effect" box. Something like changing the color of cards without enough energy would work, too.

By the way, I'm kinda hooked to the game: are you still planning on bringing it to mobile?

(1 edit)

Thanks for the review!

  1. You’re absolutely right about card descriptions. The game is simply not explained well enough. Though I’m glad it clicked for you eventually.
  2. You know, now that I think about it I can’t remember where 64 came from. Maybe you’re onto something with 52 cards + 2 jokers :p. I’d be open to playing with the game balance through the number of cards. 15 player cards really interests me. It could be fun to have more flexibility to form strategies in the deckbuilder.
  3. I mentioned this in a comment above, but I think I might need to overhaul the ui, which could include improvements to viewing energy (or lack thereof).
  4. Unfortunately, I have not been actively working on the game for a while. I’m very tempted to rebuild the game from scratch with Unity or Godot rather than Libgdx. It would be quicker for me to develop during free time with a fully fledged game engine rather than a set of libraries. Edit: If I make this switch to a game engine, mobile would be the goal for primary platform