I get what you mean with the disconmect between systems, and some of it i think comes from a lack of explanation and balancing of them. I do hope we can tackle thoses issues in the future as we do feel really excited about what it can be. Thanks for taking the time to comment!
NosbiGolem
Creator of
Recent community posts
I must say, the art on this project is really top notch! I really like the cardboard collage feeling the characters all have, its quite unique in that way. And the gameplay twist on this type of deckbuilder really intrigued me. I found that it reinforced the puzzle-y nature of deciding what to use on each round in a way that actually made me want to try and figure out lethal, when on other games of the type I would probably just throw cards out just because.
I did feel that introducing a second chum to the party felt like a slight difficulty spike, because suddenly I needed to remember to also use the new one's attack value. That might be just because I'm tired , and I'll give it another go some time later. Also felt that lacking music took away from the experience but within the time frame it's completely understandable given the complexity of the game and all the assets themselves! Good entry, would love to see developed further!
Thank you for the extensive review format! Quite insightful and helpful. You did encounter a major bug there - that lober crewmate was supposed to only have a 5% chance to complete an order when when placed in that grid cell. I really felt your confusion about a lot of concepts came from a lack of correct explanation and expectation setting. Once again, thank you!
