Glad you like the update and thank you very much for sharing your run! :)
oHoodie
Creator of
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Hey, thanks for the feedback! The most important thing is probably keeping the number of items in your inventory around 20, so that your good items are guaranteed or likely to show up. Even then the bosses are quite tough atm. We'll definitely try to improve the balancing and find the right difficulty :)
Really cool game! I won first try with the knight ;)
- Would have liked to fight a mid-boss (maybe floors 10 and 20?), I think it would be great to build up and release tension in this way on the way to the end boss!
- Sometimes the game could be more descriptive. Like an enemy can look really cool but they are all just called "Common Enemy". But more importantly for abilities - The knight's Divine Light ability halves your armour but doesn't say so, which confused me at first. Or one of the books "decreaes hunger" at the cost of 1 HP. When I found out that this was a Full Hunger Restore it was always an insta buy for me.
- I think the order in which things happen can lead to confusion. Example: I had a relic that gave me 1 armour for every 5 cards I play. I was at 0 armour and played an armour card. The relic's effect triggered before the card, meaning I got 1 armour from the relic but then only half of the card's armour because now I wasn't at 0 armour anymore. Something similar happened with the Divine Light ability: I was at 12 armour and there were 4 enemies revealed. One of them had 13 HP so I wasn't expecting to kill him. But because I had a "Get 1 armour per kill" effect,I must have received one armour between killing one of the other enemies with that same ability and the 13HP guy died too. tldr: Trigger secondary effects (relics) after primary effects (card, ability) are already resolved.
- I was confused at first why I can click and immediately use the reward card (e.g. Food) when I have 5 hands but I cannot do that with the same card during the level
Overall I think it's a lot of fun and I wish you the best for further development :)
Hey Tiger, thank you so much for your feedback!
Sorry you lost your first run to that bug, it's probably a collider that is disabled when it shouldn't :/ (recipes don't have limited slots, the card should have definitely been usable...)
Highlighting all possible ingredients is a great idea, I will do that :)
And funny that you mention Card Survival: Tropical Island - it is definitely one of the games that inspired this one. Stacklands as well (obviously).
But I always wished that there would be more "build variety" in those games, making each run feel different because you never get the same options.
So I probably won't add the ability to craft anything you don't have the recipe for.
There is a recipe for rope too, but you can only craft it if you randomly get and pick that recipe ;)
Thanks for playing, I'm very happy you like the game! :)
Love the idea! I'm really having trouble to memorize the pieces though because they all look so similar. I think making them more visually distinct (color coding or adding little objects) would enhance the experience. Not sure if this is what you mean by the actual content that's coming soon ;)
Awesome game! And the music slaps :D
Thanks so much for playing and for the comment!
You are right - there are definitely ways to "cheese" the game a little.
And you are not necessarily rewarded for taking risks.
I have considered adding incremental milestones to hit like the weight goals you describe or blood prices to be paid. Or disruptive unit spawns and spells (cast by other Gods) that could be telegraphed in advance similar to Slay the Spire's enemy intentions. But ultimately for this first version decided against it for time reasons and perhaps to keep it more casual.
Hey, the game is really fun, great work!
Having worked on my own card games I have a special appreciation for the great card feel. Dragging them around and playing them feels very satisfying!
I noticed a few things that you might or might now be aware of:
- The player doesn't get to see the card they receive from the altar after sacrificing 3 cards, which doesn't feel right
- I can sell the Curse card for money (this might be intended, but I was surprised)
- Baby spider's textbox is "No additional effect", I think it's better to just leave it blank then
- There was a typo at the end: "Game Overe". Yes I lost in stage 3 :')
Overall great job, excited to see where this goes!
Interesting concept, it nails the theme! I found the game to be quite challenging and the constant growing can lead to some frustrating moments. But that might be a skill issue. Thank god there is the big vortex for infinite resets! :D
The music is top notch and it fits the game perfectly! I also like the cute scribbly art style. Great job!
Beautifull art, great music and interesting gameplay! The only thing I didn't particularly like was the dialog. The text appears rather slowly and clicking skips the whole thing instead of showing all text of that box first.
Nevertheless this is a great submission and it was cool to see another game based on greek mythology! :D
Super simple but strangely addicting! Picking up one of the super coins is soo satisfying :D I have to say that I didn't understand the 'Fast Ball' at first. I was pressing S trying to roll faster. I figured it out after a while and maybe I should be ashamed because what else is S for if not for moving down xD
Anyway this is fun, nice job!
Hey, thanks for playing! :) There's an 'x' icon in the top right to put the scroll away. I can totally see it being overwhelming at first. Having a proper tutorial would have been nice but there was no time for that so we had to settle for the "wall of text" approach^^'.
The goal is to have a large scale war with total unit weight of 50. So you win by having lots of units in play without the weight difference ever getting out of hand.
Randomly clicking the candle and actually being able to blow it out and light it made me smile! The game looks and sounds great and feels very polished. The gameplay is just basic crafting but it was relaxing to play. (In cozy mode ofc, we don't do the other one :P) I like the deck mechanic with the ingredients but I feel it might have been improved by drawing fewer cards. I was never more than one click away from an ingredient. If only 5-8 had been shown at a time then I would have had to use the mechanic much more! Perhaps that would make it so it feels more like foraging.
I might be wrong on this, it's just a gut feeling!
Overall great job!
It's silly and fun, I like it! I managed to use the cauldron only with the tutorial. For the house I had to read the comments and learn about the pause menu with space. But I never figured out how the furnace works, the pause menu only shows the house recipes. The pacing could be improved, maybe introduce those crafting stations one after the other by throwing wool at a salesman or something^^
But overall nice job!

















