Tremendous idea!
Queeflex
Creator of
Recent community posts
Quite original idea with good challenge, like that you can change the lvl design for your needs, but sometimies levitation power works some clunky, i believe, that due to isometric view. You don't really understand the borders of other objects, it'd be better if during translating a object game highlights other objects, which collide with translated object. Great work!
Well done! Interesting idea with events, which force you to change the strategy, but randomness is so cruel there - i've send several times 3 cookies on one tile with a wolf, but all three time he has thrown equal or more to my dices trowns and win due to rules of games. I'd recommend to change balance some maybe, where amount of units will be more meaningful.
It's okay, I just don't like personally games about minmaxing stats. Enemies create weak dynamics, because they can't surround and corner you. Sprites, which you've chosen looks strange together, i fogot how this calling exactly, but it's connected with different size of pixels of sprites. Also, enemies have another issue - if you will stand at the edge of the map, then enemy can spawn very close to you and you will get inevitable hit.
Good art direction, but i have some issue. How i understand, clown gives you a multiplier of score after a mistake, but if you hadn't done mistakes , for example 10 times, and other player had done a mistake after 3 times, then player1 (with 10 times without mistakes) will have more chances for lesser score and vice versa with player2 (with 3 times without mistakes). Not bad job anyway.
Like your preview of the title. Game really need some sounds at least, it feels very strange. Font almost unreadable, for names it is okay, but not for chunks of text. And decision making gameplay don't work - i can't feel that my decisions are changing something, through 7 days nothing happened, except numbers of characters have become some different.
Nice art, but i don't like vast area, in most cases you don't know where character will land and together with following one shot enemy it feels quite annoying. Inspite of that, controller of character feels good, like high speed, it just would be some better if player had some more accuracy in controlling. Well done!
Art is well done, nice colors. But I don't really understand how to play in it. I see, that sword is damage, shield is additional hp, but there isn't a hint what status effects do. I'd like, cards, when you hover on them or click RMB, shows you what they do. How your deck works at all, it is too mystery for me. What is happening with cards after discarding? Maybe gameplay, strategies, decision making there are good, I just don't know - it my main issue. Btw, don't like unskippable dialog in the start yet.




