
tsk tsk tsk
Thank you for your review! The benefit to blocking is if the enemy has a particularly strong attack lined up, or if you do not have a strong attack lined up and are waiting to roll it. You are also correct that the yellow notch does nothing, it is a junk card that serves as a debuff to your spinner.
0/10 i’m sorry it said you don’t win that means it’s not spin to win rahhhhhh
… Is what I wouldn’t ever say because that’s quite silly. This was absolutely a fantastic game and deserved every bit of the hype I heard about. My two, only, possible critiques is that:
They definitely could’ve been a lot more clear, I thought leaving them vague would make it more immersive but overall I think that was the wrong decision. In general, the buffs are multiplicative to your attack/defense, max health bonuses at the cost of some health, or regular healing; while the debuffs are divisive to your attack/defense, straight damage, or a single example of adding a worthless card to your hand (this excludes the standard deck-modifying events). Glad you had fun!
So I loved the game concept! Very fun idea. I didn’t manage to finish it myself, though, as the combat felt pretty poor. There is no collision between enemies, or between the player and enemies. Combined with the similar speed of the player and enemies, and the fact that the sword does not reach enemies that are on top of you, this can often lead to very difficult situations where you can’t do anything except take damage until you die. In practice, the game seemed to incentivize you to aim your sword at the enemy and keep your distance, rather than actively using the swinging mechanic. Either way, the game was enjoyable, and I hope this helps you improve it if you ever decide to do a post-jam version!
Hi! The infinite spinning is unfortunately a known bug that appears to have been re-introduced, and as we’re past the bugfixing period I can’t fix it, I’m horribly sorry you encountered it. Once the jam is over, a hotfix will be released ASAP to ensure that doesn’t occur, if you would like to fully experience it afterwards!
I’ll make note of what you said on the arrows, that’s good feedback :)
Thank you for your review, I’m glad you enjoyed our game <3
Absolutely wonderful game, really enjoyed it! The controls are responsive and intuitive, although unfortunately they are listed the wrong way around in the corner of the screen for the mouse buttons. My only complaint is that it was hard to determine enemy health and if you won/lost, but I had fun playing.
Thank you for your review! I added the block of text because some of our initial playtesters were pretty confused as to the mechanics, but I’m glad you found it intuitive. The mixels are a fair point, our coordination wasn’t perfect and there were some last-minute scale tweaks that needed to be done to get things looking correct.
As for the events repeating—that has actually been a pretty nasty bug, I keep fixing it and it keeps springing up again. It should be gone for good, this time. Thank you for pointing it out!
Gameplay is fun! The story is rather lackluster, but that isn’t too big of a deal. The visuals and audio are great, though I did get a bug where I couldn’t continue past the first level (the dialogue would not progress despite clicking my mouse) and when dying the cursor is locked to the screen and I have to force quit the application. Let me know if you fix those, I’d love to play more of it.