I didn't expect this game to be so many people's introduction to deckbuilders. I released an update that (might have) fixed the unresponsive dragging issue. The update also made the game a little harder to beat so hopefully it still hits the sweet spot. Glad you enjoyed!
masterofgiraffe
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This game has a lot of really cool ideas and a great aesthetic. The core gameplay loop is quite fun and the world management is a neat system. I do think that threats pop up far too frequently and it wasn't clear what the consequences of ignoring them are (you can just farm infinite resources without engaging with any threats from what I can tell). I didn't have time to breath when trying to upgrade my countries. This may also be my fault but I didn't understand the purpose of the resources I was generating.
I think there should be a timer between bow shots, the momentum bar should stay full for a bit longer (you have to spam E while killing things to unleash it because it depletes half a second later), and the amount of recharge you get from killing things should be debuffed. I found myself just infinitely in momentum mode spamming 20 arrows per second.
Yeah I'll have to admit... I liked mitosis as a theme more than momentum so I kind of ignored the main theme. I tried to make it work with the idea that you need to set up good plays early on in the battle or you'll be punished for your past mistakes, but that only makes sense abstractly. I think momentum can be interpreted as "once you make a move, you need to commit to it, because there's no going back."
I couldn't get past the third stage because I ran out of bullets after using up two guns, but I honestly think this is a pretty cool game. Even when I activated the momentum power I missed sometimes, so I found it easier to just memorize the locations of the zombies and shoot them reflexively, but the one time I did get it to work it felt pretty good. You should add an icon in the corner of the screen when you have the momentum power though, because the blue wrists are hard to see.
It's really difficult to tell what's going on because the arrows blend in with the background and all of the text looks the same. I think readability could be improved in 2 ways: 1. color coding of the different keys to make them easier to distinguish and 2. having the character in the center of the screen and the arrows appear from four different sides (kind of like the Undyne fight in Undertale).








