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Really appreciate the detailed feedback! It’s really great to hear that you noticed/appreciated a lot of the little details in the game that are somewhat subtle – e.g., the music slowing down when you’re “channeling luck” (which is a great way to describe that mechanic, by the way). We really pushed ourselves over the 48 hours, chugging a lot of coffee and warding away sleep, to try to pack in as many little improvements as possible. So hearing that a player really vibed with the game makes it all worthwhile!

No promises, but we’re considering expanding the game – that might mean finishing the third boss and throwing in some Quality of Life improvements, or it could mean trying to develop it into a proper-length title – and a lot of the things we have in mind for the expansion were in your list of suggestions! UX stuff like turn counters and status effect counters, improved AI for the card game “players” including different personalities and playstyles, more battles and content (potentially organized in a roguelike-type way like the Slay the Spire dungeon map), improved art and music, and more robust and expressive deckbuilding for the player are all things we absolutely thought about and wanted to do for the jam, but sadly had to cut just because of the time restraints of the 48-hour jam. But they’re all things we’d love to get to if we decide to keep working on it.

That said, one big question is – is this the sort of concept that would actually stay fun long enough to warrant a more fleshed-out title, or is it more a novelty? It’s hard to tell without playtesting, but that is the weird thing about jams – an idea that’s great for an experimental jam game may not necessarily pan out for a game that’s presumably designed to be played for many more hours.

The last thing I’ll say is that the asymmetrical PvP idea sounds really clever! It wouldn’t necessarily be too hard to implement either… Hm…

In any case, thanks for playing and glad you enjoyed the game!