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Interesting proof of concept, the interface's flow is quite smooth! Two things:

  • I managed to render the game unresponsive on my first playthrough, I think I clicked on the cards one too many times and then it wouldn't let me re-equip nor discard any of them. The buttons on top became unusable.
  • Could have been improved by adding timers or some good mouse button smashing: there's a great point Mark made in one of his jam videos where he said that when you're making a game in which you play with numbers, you have the player go into a paralysis if you give them too much freedom, because everyone will automatically start wasting time comparing numbers for an easy win. With such limitations, things would get spicier in a good way, prompting the use/development of time-based management skills(?) and whatnot.

^ This is just me tossing an idea I thought was very topical, don't overthink it as some sort of deep critique! :D

thanks for the feedback! I actually agree with this point but I had a bug when I tried to add timers and I was running out of time so I left them out for the jam.

Totally understandable + expected, I had to leave out a "sinkhole superpower"/pavement crushing mechanic for Breezeblocks too when I realised it was going to require too much refactoring. Time limits sadly push you towards the fast food equivalent of programming practices.