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(4 edits) (+1)

Went in knowing that people found it unintuitive, but turned out to be a very simple and elegant system. I really like it when deckbuilders use the fact that cards have two sides, so was happy to see it. Did take me a couple minutes to understand what's going on, but it's nothing an itch page description can't easily fix. 

Multiple-weapon system is fun, but I don't think it's realistic to thoughtfully use multiple weapons in combat; after a few rounds the most effective strategy becomes just mashing them all as fast as possible. Makes me think it would be nicer to have the weapons just fire automatically; or maybe have a pin that applies to a weapon and fires it on a cooldown. I like that you can change weapon keys, that's nice quality of life.

Still don't know what the arrow pin means. The reverse pin is cool since it allows some damage control after you underpowered one of the sides, but it's hard to apply to the second round, since I don't know which enemy (whom I want to put into the first round) is under which card. Also could have been more pins dropping since they are very enjoyable to apply.

Aerial enemies can be hard to reach for all three weapons, would be nice to have an aerial-effective weapon (and then more of those enemies).

I got my HP boosts in percentages while enemies were just added one at a time without scaling their damage (at least it felt like it) so after a challenging start it eventually becomes hard to lose. Stopped my Burst god run at 927.

Enjoyed this one a lot despite the criticisms. I've played a bunch of power fantasy roguelike-ish games in jams and this was probably my favorite, had a blast. Great job!

(+1)

You saw my complaining on Discord and went straight to disproving me. Thank you very much for the praise and feedback!

Arrow is "upgrading a different card" but I never implemented the feature and it became sort of redundant.

That bug report is one I hadn't gotten before but yeah, just identified the issue.