Thanks a lot! Working on improvements right now. I think there will be another big update Q1 2026 :)
Krak3rs
Creator of
Recent community posts
The last update is really great! It felt much more immersive. I was hooked for more than an hour! You should consider implementing a save system. I would like to continue and explore all the planets.
I really like incidents. They hooked me in at the beginning. But also have some feedback to make em event better:
- It's ok to have immediate result on some steps, but I feel many steps could take longer to resolve. Especially at the beginning I was confused as I got some evolutionary incident that should take months or even years to resolve but after completing it I got my first quest to build the shelter for my starting population :D
- In the late game I felt the incidents do not matter. I had a lot of tech and happiness, so the gain or harm was rather on the narrative layer only. It would be nice to make these incidents have more impact on my progress.
Other minor things:
- The bottom panel buttons do not work on entire area. I feel top halves of the buttons do not work. It was pretty confusing at the beginning.
- I think you should not remove already built structures from the building menu. I did not remember all the bonuses and when I wanted to check em out I couldn't. Maybe clicking on the slot could show me the building stats?
- Upgrading rocket on a planet makes sense, but is so cumbersome that I would make it possible to upgrade ship anywhere. I did a rookie mistake and went to explore 2nd planet without upgrading my ship. Because of that I had to face a dilemma: "should I go further for the next planet or should I go back for upgrades". Maybe there's something I'm missing here?
- Asteroids and the tech resources disappear pretty quickly when out of screen. I suppose you have some cleanup logic for things out of screen. I would extend it by some margin, or extend the margin by far. I lost a lot of resources this way. It was pretty frustrating and felt unnatural.
- I like that asteroids can crash and leave you free resources. Especially when you're travelling fast. Maybe you could increase collision chance at the beginning to speed up the growth?
- Sounds are cool, but I would make em less repetitive - especially the asteroid explosion. It sounds so cool at first. But then further explosions are very repetitive. Maybe you could save this SFX for really big asteroids only?
- I don't like the '7' number. Got confused about it at the beginning.
Ps. I reached 30k population but got only two planets at the end of my session. Probably was too scared about decreasing the overall happiness :)
Nice entry, visually charming and consistent. Few things from my experience:
1. I like first dungeon puzzle with a column. However when I was playing with a column I moved it to the corner. Then noticed the button for the closed entry. Maybe you could add another column so there's no need to reenter the room?
2. I didn't kill all monsters as some were neutral to me. But then I got the locked door... I finally decided to kill all monsters and eventually got the key, but I think you should not let player be confused like that.
3. The locked room is empty. I don't know - if it's by design or a bug? The music change suggests some boss but I don't know how to summon him.
4. I also got information from the NPC there's a shiny stone to get. Does it drop in the last room?
5. I think you should keep the rooms orientation. Otherwise it's confusing. Sometimes you can fall into enter/exit loop :)
Keep up the good work :)
Regarding the "end goal" - I understand you pretty well. I have similar struggle! What I think works for me is the "constant small iterations" approach. I try various things and go on with those that feel right. For example I found it tiring to play the levels all way long, so I decided to introduce cards selection - like your perks. It was not enough, so I decided to go further and introduced the store. It's pretty basic right now, but I've already got some meaningful feedback around it. I still might get rid of it, but at least I validated the idea.
I think your current goal - using X out of Y blocks works well. Weaker players are able to progress, while better players have the challenge and risk vs reward feature - they may decide to skip some block which could finish level with 95% in order to get two more blocks to get the 100% - at least that's how I perceive it.
I feel like you rather have the same issue like me - you have to add some feature that allows players to rest from filling blocks for a while. I think Balatro's shop is a game changer and something you should try. You could also try collections like in picross games. If you want go mobile, you could try daily challenge, etc.
Just pick up one that fits best for you. I'll certainly try it :)
Nice concept. I was interested enough to replay it few times :)
Some questions/feedback from me:
- It would be nice to highlight current block e.g. blue color or ideally something colorblind-friendly. You could also rotate the block in "current" slot to reflect it's actual state.
- It would be nice to show entire active block - even part that is outside the main shape.
- When placing a block you could add some juicy animation. To make it more rewarding and also more informative. Sometimes I felt uncertain - if I placed this block or not? Especially if there are few blocks of the same shape in a row.
- Filling shapes is nice, but also pretty boring at the beginning of the stage. For me it's too intimidating to plan every block on level 4+. So I put first blocks as they go and start thinking only when some area is small enough. Maybe you could fill some parts from the beginning? The other idea is to force chained perk for those levels. Chained blocks are more interesting imo.
- Regarding perks - I don't understand why can I select same perk few times. Also don't understand why I should not. Do they give more points? If so, it would be nice to show some multipliers as bonus. Right now I perceive em more like a handicap.
Waiting for the next update :)
Great game! I like the visuals and how you extended the base concept of Kingodmino. I'm playing Kingdomino and Queendomino a lot with my kids, so got a little bit confused with placing tiles out of the 5x5 grid, but just got used to it after few rounds. The only issue I have is that over time I feel pretty overwhelmed by the number of choices and I feel I've lost control of what's happening.
The game concept is pretty cool. However it felt pretty boring to me at current stage. I think mostly because of the lack of challenge. I have no reason to fight stronger monsters even if they drop more gold as it's pretty easy to obtain very strong cards at the beginning. You could unlock stronger cards with stronger monsters or you could introduce player level and experience. Every enemy can give you XP only to the certain player level.
I also don't like that shield resets on enemy death AND deck shuffle. I think you should keep one of these OR always shuffle deck after enemy death.
Just to clarify few things:
- Regarding soft lock - you started Vesta River, then cancelled it without rewards and then thought you're locked due to no money for any location, right? Do you think adding "free" label to Green Fields would be enough? Or did you try to enter Green Fields and it was not possible?
- Regarding rotation - I was testing various card variants - some have mirror and some have custom shapes switches. However I'm not sure if I want to keep em all. I'll try your idea. One more question - would you like to have the card selected after invalid/cancelled move? This would eliminate one click in your flow, right?
I've just played 5 levels for now but have to say the game is so cool! It contains very interesting puzzles by their own. However adding "ichor" mechanic is so clever I just had to write this comment. Great job! :)
Two minor suggestions from my side:
1. I've watched gifs before playing, so when I started first level I immediately solved the puzzle without touching tutorial. Then I was little bit confused why I can't click my green "ready" button. It turns out I have to go through the tutorial to do this. I think you could make tutorial optional or make it more clear it's still not finished.
2. You introduce new element after every level. This makes the game super condensed which may be fine for many players. For me it was too dense though. I'd like to have more levels with newly introduced element to get familiar with it, know it's good and bad sides, discover which synergies play well on various levels (e.g. open vs tight level). It's a lot of work I know, but you could turn it into fully functional title with several worlds that have their own flavour and maybe own "ichor" goal.
It seems like I broke the system. I could play longer, but my hand was tired. Probably would be much better on the phone. I've tried playing on mine, but dragging was not working there.

I think you should speed up the lanes with each wave. Then it should end up at some point. I would also add some bonus for matching colours or some penalty for using non-matching colours X times in a row (if there was proper colour match available). Right now I think it's not enough. Of course it's better to remove 5 with one card instead of three. But selecting right colour sometimes takes so much time that it's faster to throw three random cards.
Yes, it's true, but it's part of the jam theme "Though Choice", so you must choose knowing that bad things will happen.
Well, that explains a lot. But for people from the outside (or lazy like me) it will be unintuitive and frustrating. Would be nice if you could somehow introduce player to this in game. Maybe some small storyline?
That's a die roll for both attacker and defender. You can calculate the odds before choosing the attack icon.
Ok. Now I understand why there were those die rolling sounds. You could tweak the description with some better spacing / die icons. Should be much more intuitive for more casual players.
This leads me to another issue - I've seen creatures with blue progress bars. I didn't know what they really are until some creature got damaged. I was suspecting some kind of mana / energy and that damage bar is not yet implemented due to my bad luck and miss mechanic. I think you should stick to the convention and use green bars. I would even argue they should be horizontal.
While kill a 100 cards deck when you can just kill the boss?
I agree. But i still think it should be easier said than done. I think Hearthstone's Taunt mechanic would fit here much better. It should provide very interesting choices and game dynamics. You could put some barricade to protect your weak hero. Oponent could counter that with rats who could still be able to breach it. Some bigger creatures like Troll, Ogre or Bear could have taunt too and maybe only swift/flying units could pass em. Maybe you could make em blind / frozen or apply any other cool counter effect.
Again, as reminder, if you now check the game page, you will find the game instructions that should be complete for the current game state.
Thats cool for me. But for many lazy users it may be a big blocker. You should think about some form of guidance explaining the core concepts - especially those unique for your game. I know it's a lot of work and not for a game jam. But now you have little bit more time I suppose :)
I like your idea. It's pretty engaging. Some tips from my onboarding:
- The background images are very beautiful. However I think they have too much colour and details thus bottles and cauldron do not stand out as they should. It's hard to tell what's clickable and what's not.
- The tutorial popup should be changing positions. I suppose it's placeholder and eventually will be replaced with some pointing hand / arrow. But still. For now the first tip is misleading. I thought you want me to click the cauldron.
- After filling first ingredient I see 1/3 of the potion is ready. But in the book I see only two colors. I assumed the first one is already poured in and was confused why cannot I pour the second color.
- On stage 6 where you introduce yellow color. Is it totally random? I've tried getting new color until I filled up all the potions. Then I thought: "Ok, I'm stuck." If it's intended I would show once again the tip that you can return the liquid to the cauldron. If color draws are random I suggest faking em for the onboarding purpose.
- I think it would be nice to count pouring stuff from / to cauldron as normal move. I suppose it would require some effort and balancing. Just think it may be worth it.
Hope this helps you with making your game better. Good luck with the project! :)
I like the mechanics and I'll be waiting for the updates.
I know it's a jam entry, but would like to share my thoughts. Maybe there's something obvious that you haven't noticed yet:
- Starting characters are pretty random. My first run was a total disaster. I've got orc, rat and goblin. You know how it ended... :D
- Picking characters should not be obligatory. I've started with strong starting set but eventually ended up with nerfed version as I had to choose some weaker characters.
- Missing attacks is so annoying! I feel it's 50% or more. Very frustrating. Especially when I've managed to play two big guys and they couldn't take orc and rat (because of misses).
- Late battle stages seem to be pretty boring. I have to finish my oponent (with annoying hit chance) or wait until he finishes me (with same annoying hit chance) :D
- I've tried to use the "escape" button but it didn't work. Maybe I understand it wrong?
- Would be nice to skip/speed up some battle phases/animations. They become repetitive very quickly and break the fun.
- I think characters should not be able to pass other characters. With weak avatars there's no brainer strategy. Just rush forward and hit / shoot. Luckily the AI is not that smart :)
Please don't feel overwhelmed with these. The concept is pretty cool. Just would like to play more polished version ^^
Hello gamers :)
Few days ago I've released a demo of my new Card Game - Magic Finder. What makes it unique is a set of cards that use Tetris-based Shapes to fill the levels:

In this game you will:
- Visit various locations and explore em using custom Decks of Cards.
- Collect valuable items that can be sold in Your Store.
- Present your finest gear on local Contests that give you prestige and increase your final score.
The game is fully playable. I've managed to balance the cards pretty well. They provide strong synergies and unlock various deck building strategies. After each level you will have a chance to get more cards empowering your deck with interesting choices. Levels have various shapes and depths which makes them more appealing and challenging.
I know the game is pretty rough in some areas. I've prepared a solid roadmap for the next updates:
- Store improvements (sponsored by Theme Hospital - I know - I'm pretty old)
- Placing furniture in a 2D space
- Adding customers NPCs
- Adding reputation and extending the meta
- Gameplay improvements
- Artefacts (complementing various decks) [Slay the Spire]
- Cursed items (more challenging levels - counters for various decks) [Pirates Outlaws]
- Card effects that can last for entire location / scenario**
- More cards and balancing [Sisyphus Works]
- More interesting visual effects - based on card type, etc.
- Scenario improvements
- Extending first scenario to one year (48 weeks -> 48 levels -> 12 competitions)
- More unique levels using new shapes and mechanics
- University
- Place for exchanging cards - dust unused cards and buy better ones [Hearthstone]
- Place for buying epic / legendary cards
- Place for buying artefacts
- Place for removing cursed items
- Second scenario
- Longer one
- More levels
- More competitions
- AI oponents
- Possibility to manage multiple stores - like in Pizza Syndicate - anyone remembers this game? ^^'
** Not sure if I've seen it in any game - any clues?
Very interesting game. I like how many strategies can lead to victory. There is one drawback though as many strategies are so contradictory and cards are so random that it takes very long to gain advantage and eventually win the game with some big combo. I'm not sure how could you solve this. Maybe removing some groups of cards? This could reduce number of strategies but speed up the game progress.
Super nice entry!
I like all of the mechanics: blowing wind, confused workers, various weight of resources, stomach progress bar, hiring workers for food, even the abandoned things blocking workers, etc.
They make the game very cosy, but also little bit chaotic - which is nice - I've never had the time to get bored.
Two things I would change:
- Workers behind big obstacles should not be confused by the wind or should be highlighted somehow.
- I would add the busy/all workers counter. I has issues with tracking all the workers in the late game. This would partially solve the 1st issue by the way :)
I'd love to play next updates if you decide to expand it. I see many possibilities here :) Good luck!





