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Great idea, but currently let down by 3 major design issues:

1. 25% of the main yellow lacrima have no description and are 100% useless because they trigger at pointless times. They all trigger "after all combat, after all enemies are dead" which means that most of the green/red lacrima have no effect, since they rely on an enemy. You need to a) add clear descriptions of when they'll trigger and b) once you do that it'll become obvious that several of them aren't worth having, either re-design them or remove

2. The mouse interface is really really bad. It looks like you were trying to make it phone/tablet compatible, but in practice it just means player often destroys their own creature (becuase you mis-interpret clicks), or player swaps lacrima when they're trying to drag them. Get rid of the phone-interface until/unless you can debug it and make it optional and/or figure out better heuristics. At the very least: change the interface so that when you have your 'simulated drag' running you display some visual indication - a small glow around the card is far too subtle, need to do something liek a popup saying 'click the thing you want to replace'. Multiplte times I've even cast damage spells on my own creatures because ... well *I* didn't, but because my mouse was near a spell earlier, and you mis-guessed a click-select that I didn't do ... boom!

3. Despair mechanic is overpowered against the player. 4 in 5 runs you have to quit immediately and restart because unless you get a despair-reduction blessing there's just no point in playing. Either soften the impact or provide an automatic small despair-reducer for all runs so that all runs become worth playing.

Hey tmachine, I appreciate the time you took to write your detailed feedback. I've noted down all issues that you've discovered. I'm constantly improving the game, so I hope you'll check it out again in the future to see if the issues you were facing have been fixed.