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Joeri

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A member registered May 19, 2016 · View creator page →

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Thanks! I'm glad you like the card tweaks! This is pretty much what I was hoping to accomplish.

Transmute Shields is still very niche.

Indeed. I'm starting to think it might be good to replace it with some card that reads "Choose a card from your hand. Discard all cards of that type and draw that amount of cards."

there's no effect that removes cards

That's a really interesting notion. There might be an untapped card mechanic in there to dig into.

Raise The Dead is my favourite earlygame card.

Awesome! It's mine too haha. All the graveyard cards have this fun "planning ahead" feeling to them.

You mentioned card rarity. There are 3 card tiers, and I award the higher tiers more frequently in later battles. I've been thinking about putting a little symbol on each card to show its rarity, that might be a nice way to distinguish them. Until then, here's some inside info:

  • You draft tiers 1, 1 & 2 on floor 1 battles
  • You draft tiers 1, 2 & 2 on floor 1 boss battles and floor 2 battles
  • You draft tiers 1, 2 & 3 on floor 2 boss battles and floor 3 battles

The tiers in 1.1.0 are:

  • Tier 1:
    • shield
    • attack
    • combust
    • rest
    • transmute shields
    • raise the dead
    • revenge from beyond
    • read mind
  • Tier 2
    • leech
    • meditate
    • healing potion
    • shield bash
    • shields up
    • stamina option
    • desecrate
  • Tier 3
    • mindswap
    • seance
    • siphon
    • fireblast
    • mana burst

About the general mechanics: you have a great point there. Suddenly with full hand, it's apparent that those starting cards (all cards with a net advantage of 0) can't really make any kind of swing. Perhaps the starter deck should carry something more. 

Or, you know, it's time to start working on some new card sets! There's still a lot of unexplored terrain here when it comes to card design. I should be leaning way harder into the hand-is-health mechanic, while most cards currently are somewhat more traditional archetypes.

YES!! That's the magic.

Other than that it's just a really weird, gimmicky card. Initially I only put it in enemy decks but I thought it would be fun to make it available in drafts anyway, to see what would happen.

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Hi! Thanks again for the feedback you gave me way back when; it was very helpful. It's been a minute and I've since updated the game with some mechanical changes and card tweaks to allow for more synergies and make some cards worth a pick to begin with. Most importantly, all characters start with their hand filled completely. Among other things, this makes fireball much less instakill and more just good card, and gives 2AP cards a chance to shine because of the longer games.

I'm wondering, if you played it, what you think, and if it changes the feel of the game.

Oh, right! I’ve put it on my list of things to fix.

Thanks for the detailed analysis! I enjoyed reading your take on it.

The game indeed has a problem with characters olaying useless cards. There are a lot of cases and they’re quite easy to fix in a basic way. I’m expecting that the difficulty and challange of the battles will increase quite a bit with that.

Part of the difficulty of any synergies of the game (mainly shields & mana burst) right now is probably access: there are very few moments in which they can be drafted.p, so you mayne only see shield bash once or twice as an option per game. Was that also why you didn’t go for shields? Or was it just too convoluted to work with? 

Indeed, a quick fireblast gets you much further. Perhaps fireblast is a little OP, especially since enemies often and quickly empty their hand. Something I should think about, for sure.

I’ve been trying to figure out a way to prevent the hand-full-of-shields stalemate. It’s possible to end up with 2 characters who can do nothing but pass their turns. Is that what happened to you? I’m considering automatically discarding a card when drawing on a full hand, allowing voluntary discards, or a full hand mulligan at the cost of 1 card. If you have any ideas, let me know.

All the above and some other tweaks and balancing are coming up in a next patch somewhere in the next 2 weeks. “Transmute shields”, for instance, will go down to 0 cost, making tempo shield decks a bit more viable. “Raise the dead” is never an interesting draft pick, so it will also go down to 0 cost. “Seance” is way too powerful at 0 and will go to 1. Things like that.

I’d love to add sound and some more graphical flourish at some point. Perhaps card illustrations or effect animations will be nice. And yeah, the animations can get a bit slow after a while. Probably I’ll make them skippable by clicking anywhere.

Thanks for reading and playing! 

I completely agree about the sparseness. One of the bigger lessons from this jam was to start content creation as early as possible. I first spent so much time on the game systems and animations and not enough on cool card mechanics and interesting enemy decks.

What a beautiful game, both functionally and visually. It's impressive how well it explains itself through its well designed visual language.

I love this. Great job building it. I am really looking forward to an iOS release.

Thanks for taking the time to play! And yeah, I think I put "Revenge From Beyond" one draft tier too low. It has an even more powerful counterpart in the draft picks of floor 3 called "Seance", which does the same but from your own graveyard, giving you full control over what it plays.

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The .dmg file is an archive containing the game for MacOS. Open the archive and move the game onto your system. I've also just uploaded a Windows executable, if that's what you're looking for.