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Akiba4Games

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A member registered 55 days ago · View creator page →

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Thanks for taking the time to share your thoughts, even the harsher parts are useful to understand how the game is perceived from the outside.

You’re absolutely right about one thing: the way I phrased my post clearly didn’t land as intended. I meant “original” in the sense that the mechanics don’t map cleanly onto a single existing title, not that the game is beyond comparison. Your reaction makes it clear that I should have communicated that better.

Regarding your points:

• About the story:  
What you saw is only the initial incipit. My intention is to expand the narrative through quests, discoveries, and events found while exploring the maps.
The intro alone isn’t meant to carry the story.

• About the deckbuilder complexity:  
The core system is actually quite simple. The three resources are mostly a framework the player uses when building a deck, and equipment is there to support different deck styles. The goal isn’t to overwhelm the player with systems, but to give them tools to shape their approach.

• About card additions:  
Cards you pick up during dungeons are meant to be part of a survival-focused loop. They’re not permanent deck bloat, they’re tools to help you get through that run. The idea is closer to adapting on the fly but still thinking on what cards you would like to acquire and use to improve your deck later.

• About the overall direction:  
The game could be a straightforward deckbuilder like many others, but that’s not the direction I’m aiming for. I’m trying to explore a slightly different structure, even if that means I still need to work on making the systems clearer and more intuitive.

Your feedback helps me understand where the communication and onboarding fail, so I appreciate you pointing these things out. I’ll keep iterating to make the experience more readable and coherent.

Thanks again for giving it a try.

Still need to wait a bit till you can skip
Also a fast feedback:
1. Had issues with the arrows on the foot, I thought was the direction to go and followed it for a bit going always at a back end, when I figured out it was the attack direction

2. the fishing mechanic is a bit confusing, you need to press F and wait, when hooked you do not press anything(?) then Space Bar(that is for rolling) for catch it and if you press F again you exit. Instead you cold press F the first time, then an "F" come out when you hook it, and F again to catch it. if you press F in the wrong time you exit.

Hi everyone!

I’ve been working on a card game with a completely original gameplay system, so original that there’s nothing quite like it out there. Since I can’t rely on existing benchmarks, I’d really love your help.

I’m looking for players willing to try it out and share as much feedback as possible.
Your impressions will be incredibly valuable to refine the mechanics and push the game to the next level!

https://akiba4games.itch.io/deepdrawdungeon

Let me skip the intro!


Hello everyone.
DDD it is a strategic RPG deck builder where you explore dungeons and engage in turn-based combat against enemies using a tactical, card-based battle system.

https://akiba4games.itch.io/deepdrawdungeon

A hybrid look: 3D environments with 2D‑style rendering

A scenario reminiscent of HeroQuest, with miniatures and cardboard props.

Nice concept and I like the use of 2D for the fake 3D with that cartoonish style.
On my first try the battle was a little confusing, maybe too many items all at once? Also the battle seems monotonous, not sure I did right, but was like click, click, click, defense without a nice feedback for hit. Maybe a little tutorial and add more visual feedback will make it more easy to learn and fun?