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(+1)

Autism:

-no mixels pls
-it would be better to have no sound effects at all than have the ones you do (ecludes music)
-the game is mixelly, but the cards snap to pixels, don't do that, make the movement smooth

Game:
-I'd put the player icon at the bottom of the fought cards, making the illusion that you're actually moving over the carpet (as a bonus you could bump cards and have positional mechanics)
-there's no reason for me to ever not pick the highest food card if multiple exist
-the shop has multiple layers of cards, but you can't see them, this feels arbitrary, since you can see the preview of the next line, either show all cards or incorporate the sequential nature into the design (items in this column cost x less)
-I don't quite follow how the damage dealt is calculated - the skull icon doesn't reduce to 0, but I take 0, other times it does, but I take damage, which I guess shows a UI issue (is it because of my shield, that kinda would make sense)
-there seems to be a bit more strategy this time because of the surrounding enemy damage, good
-possibly show the math precalculated on what happens to your health on hover?
-no idea what "Killed!" means, do you only get the money if killed?
-sword and shield don't seem to have any mechanical difference, since whichever one you buy contributes to the same calculation in this build -- nvm, the difference is pretty important
-money hoarding has no impact on the game

Got up to 7-11. The base is there, all you need is a bunch of content with themed levels, cards etc. Gonna make bank.