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(+1)

Fits the theme so well! I like the idea of combing the elements and changing yours.

I'm not sure I understand what happens when both elements are the same - it seemed to do something different each time. It might be nice to have a way to bring up a menu that shows all the weaknesses and affinities in a grid.

After a round or two I feel like I had seen it all. Would be interested to see what new twists or additions could be added to make different enemies feel unique/varied (besides just more health). I think there's a lot of promise in the core idea! :)

(+1)

Thanks for your kind words and detailed review, I hope you enjoyed!


It's my fault to not explain but if you are curious(or someone who has the same issue) here is what happens when both cards are the same:

  • Both cards are compared and game takes the difference between them.
  • If enemy card value was higher, difference goes to you as damage/heal and if you have resistance to it, you don't be effected (Such as playing "Leaf" Card to "Fire" formed enemy, Fire is uneffected to "Leaf"). If your value was higher, difference goes to enemy.

Long story short, for player: Take the difference and take the damage or heal according to you and card's form.


Core concept is really promising like you said,  but in 48 hours this is what I can make as a solo :) 

I would definitely add more different approaches to mechanics including different bosses (with different types of actions), card types besides elements, levels and so on.

It can be really good mobile game but there's too much to do to make it a bearable experience. Even I didn't played it more than 20 minutes :D

Whenever I got free time, I will definitely play your game and leave a detailed review as well, it seems really stylized! Have a good day!