This was incredible! Killer presentation, loved how everything from the opening menu to the story itself was thematically cohesive. I enjoyed getting to know these messy characters
Alexandra Higgins
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I liked my time with this! The foraging was very cool, and I liked the creative skills and enemies. The structure reminded me a lot of Embric of Wulfhammer's Castle, and I wish more games included that sort of open-ended-but-in-a-small-but-dense-map sort of design. The game rewards you for engaging with it, fleshing out the characters and setting and laying the groundwork for the ending, but doesn't punish you for missing anything, as far as I'm aware (which is great, because I think I softlocked myself out of finishing the Tower of Greed, and I only found 3 or 4 creminis)
Thank you! I'm glad you enjoyed it.
Splitting "attack" into two stats was originally motivated by an attempt to make the game's core nonviolent - the score stat was first. But by the time I tried to come up with a way to interact with the opponent's board, combat turned out to be the most elegant solution anyway! So both mechanics made it in.
Basing play cost and card play limit based on hand size was an attempt to simplify the game so that hand size was the only resource - I'm glad it worked!
Thanks for your patience! I've got printable PDFs of the cards right here: https://alchiggins.itch.io/cardinger-print-n-play. Let me know if it works!
Ooof, I'm getting flashbacks of the Jesse Schell, Jane McGonigal, and Ian Bogost I read back back in college and the frustrations I had with those texts. After everyone in my media classes taking Schell's word as gospel, everyone outside of them thinking that McGonigal's ideas had any merit, seeing those ideas critiqued like this has been therapeutic. This is an awesome manifesto, thanks for making it.
Really incredible, John. The ending sequence - everything that happened after Facet #8 - is going to stick with me for a while. I cried during the final string of encounters.
Funnily enough, I originally tried playing it before you released v1.1, lost to the worm, and gave up. The maps and the general tips at the start of the walkthrough with this version were enough to get me up to par, so thanks for those! Was able to beat it on classic difficulty without using either dream catcher
The story was deeply affecting despite (or due to?) its minimalist nature, and you push RM2003's mechanics beyond their limits.I'm really glad I got the chance to play this game - thank you for making it.
Oh, wonderful, thank you!
Sorry about the moving tile puzzles - thankfully, they only make a couple brief appearances after the 2nd dungeon.
Rot13 for the solution:
Fgnegvat sebz gur ebbz jvgu gur erq urnyvat Cbttyr:
1)Gnxr gur 3eq gvyr sebz gur gbc
2) Gnxr gur gvyr qbjajneq
3) Gnxr gur yrsgzbfg gvyr, gura zbir nyy gur jnl evtug, gura zbir hc
Vg vf erpbzzraqrq lbhe cnegl vf ng yriry 3 orsber gur obff svtug.
My best was 47. I loved the narration at the beginning, and I love your solution to "what a hoof!" Character design is sexy. Gameplay does get pretty interesting as time goes on, but it takes a while to get there, and its frustrating that the difficulty resets when the cake gets eaten'd. I wish that it get harder faster and stayed hard. Otherwise, easily one of the top entries I've played so far!



















