The game is flawed in many ways, I'll definitely keep future projects much simpler. Thank you very much for your review Mr. Fuxa.
MGab
Creator of
Recent community posts
Amazing dialogue options, I appreciated the vast web of meaningful decisions you can make in this game.
One gets a slight sense of existential dread from recognizing that the quality of interactions with the NPCs is superior to that which one has in "real life". One wonders who is the real NPC, I guess...
Nice job!
Hi, nice idea, it's fnaf but the player has no eyes, horror happens on a textual, informational level and it has a colder, inhuman feeling to it.
I know it's a jam game and nobody cares about those so it doesn't make much sense to improve them, but maybe you could improve the game's readability a bit.
Have a nice day.
Once a sequence is confirmed (you used the first card), you can't cancel it by design, it's part of the strategy to decide when to commit.
Any unit must be able to target itself because it may want to heal, apply shields or other effects to itself too.
In the future maybe I'll a double click for confirmation so to prevent misclicks.
Thank you for the feedback.
Hi, the game is quite difficult (which can be a good thing) and well made for a game jam. Below a few impressions:
- maps feel too open, it's very difficult to avoid enemies and being approached by more than 1 enemy generally means death;
- please change the floor pattern, the black and white tiles hurt the eyes, I couldn't look at them for too long;
- died from gluttony, the game is already very punishing, I feel it doesn't need this feature;
- maybe add some unique features or mechanics, since the game is very traditional.
Hi, thank you for your time and for your thoughtful review.
Yes, the combat system is complex for a jam game, if this becomes a real game I'll probably have to let the player learn at a slower pace. In the end this is the logic: each card has an effect and a condition for the sequence to continue, meaning to pass to the next card.
Yes, the starting pool is random, the player is supposed to think about his unit's stats and available starting cards. Concerning teleport, generally units that have that free card also have high HP, so you can use teleport to move them to choke points and use them as shields in the early levels. Units can target themselves or their allies because it can be useful in many occasions, for example to trigger the shield of one your allies or to trigger a damage-reacting card. You can also heal enemy units, which can be useful in some situations...
Again, thank you very much for your feedback, I'll soon play your game too :)
I must say, I'm impressed by the pixel art, it's very very good: the choice of colors, the care in the sprite details, the cloudy background that gives it a particular atmosphere... I'm quite envious.
The game itself is a little cryptic, it doesn't teach you what the various commands do. I was trying to understand it on my own but I got transformed into an item :)

My game is inspired by the idea of generative language. You can create entities (enemies) with different effect by combining different words.
For example:
combining "HP+" and "Self" makes an entity that increases its own HP by 1;
combining "HP+" and "You" makes an entity that increases your HP by 1;
combining "HP+" and "Room" and "Entity" makes an entity that increases by 1 the HP of any other entity in the room this entity is.
Hope it will make sense to you!
I'm looking forward to playing your game. Bye and have a nice day.


