Yeah, once again good suggestions, thanks so much! We'll be iterating on the icons a lot over the next few versions, to see what feels right and keeps legibility. The highlight for special abilities when you're about to trigger them is a really solid idea, but will take some time to implement sadly, so we'll probably push that to a later version.
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Thanks for playing and you're great feedback! Your suggestions are also pretty solid. A lot of these things are already being worked on, especially on the user experience side of things, so I'm happy we're aligned with the players on that!
The attack sequence thing is something we go back and forth about on the design. On one hand, it makes fights more interesting and allows us to be more flexible with balancing, as per your suggestion. On the other hand, it adds another layer of complexity that leads to information overload for new players, which is already something some players are struggling with. Also, it's easier to plan your turns if you know that an enemy will do the same thing every round, so you can focus on your build and long-term gameplay. I don't really know what the right answer is yet, but we're thinking about it.
Hey everyone! Thanks for playing Bibidi Bibidi. This is an extremely early version of our roguelike deckbuilder to help us decide which direction to take it in.
We'd love to get an initial round of feedback on it. Any feedback is welcome, but we're particularly looking for the following:
- Do you usually enjoy roguelike deckbuilders? (E.g. Slay the Spire, Monster Train or even something like Slice & Dice)
- If you do, do you feel like this game's mechanics (the spellbook) set it apart from other games in the genre?
- Did you figure out how the spellbook and card attributes (Boon, School, Force) work?
- Did you want to try again as soon as you finished a session?
- Did you feel like you could cobble a build together?
Thanks so much, that's super clear and useful feedback! Also good that you comment on the branching progression vs linear dungeon. I think in the perfect version of the game, we'd love to have branching progression, but wanted to try linear out first to see if we can get away with reducing the scope on that part.
We'll probably end up with a very simplified version: choosing between 2 or 3 doors with various encounter or utility rooms behind them. Maybe some effects that allow you to reroll doors, or increase the chance of certain rooms, akin to how Hades does it.
Hey everyone! Thanks for playing Bibidi Bibidi. This is a prototype version of our little roguelike deckbuilder to test the concept and help us decide which direction to take it in.
We'd love to get an initial round of feedback on it. Any feedback is welcome, but we're particularly looking for the following:
- Do you usually enjoy roguelike deckbuilders? (E.g. Slay the Spire, Monster Train or even something like Slice & Dice)
- If you do, do you feel like this game's mechanics (the spellbook) set it apart from other games in the genre?
- Did you figure out how the spellbook and card attributes (Boon, School, Force) work?
- Did you want to try again as soon as you finished a session?

