Combat feels quite satisfying, with the autoaim and all the animations, but of course it's lacking in challenge or depth at this early stage.
I like the visuals.
Looking forward to playing it again, once more features are implemented.
I like the concept, quite relaxing. I don't have much experience with the genre but here are some thoughts:
I can see there being space for more interative dynamic abilities here. Maybe teleport could be a RMB cooldown limited ability, maybe some spells to interact with the guests.
Good luck with the project!
This is a fun concept!
It could do with some locally run LLM I think, to reduce the stiffness of the conversation (no idea how realistic is something like that technically).
I managed to get two confessions, but it felt very chaotic.
The first guy confested right away after being asked "why he's here?",
the second randomly started describing the murder after I asked him "why he's gambling?" irrc.
I enjoyed the humorous bits too.
PS. I can't even image how the name Grzegorz will be prounounced in English once the officer Pulaski appears.
I played a couple of rounds and I think you are cooking something interesting.
Some toughts:
Thanks for playing!
Damn, I need to somehow force variety between the runs. There is currently three options for each of the three starting fights.
Will also address the other issues (there should be info about healing golemics in the heat dmg tooltip, but need to make it pop more).
Initially I wanted to set the game in space, but decided that adding gravity to all that would be too much for me.
I think it will be very cool when polished.
Some thoughts:
Also I dig the setting and vibes as far as I red into the descriptions.
I played it through to the end and I liked it a lot!
Some thoughts:
Good stuff! I would like to see more of it in the future.
Very unsettling. Got me a bit curious what stillborn monstrocity awaits there as a boss (maybe a bit disappointing there wasn't anything out of the ordinary there).
It was very unclear to me that I was looking at an overworld intially, then I was confused as to where I'm located and which nodes are open to travel.
StS style card mechanics are good, maybe 2 Strength for 0 manna seems too powerful.
Honestly a bit too unpleasant for my taste. But that probably means it's doing exactly what it was designed to do!
Great combat visuals!
Some thoughts:
Overall a great prototype! Looking forward to next updates!
Simple but fun!
Some findings:
Amazing game. I dig the aesthetic and the fast flow.
Some findings:
Anyways great stuff!!
I can see the work you put into it! The game has potential, lots of mechanics are in place.
The inital walk to the mine could be even shorter for my taste (exposition through snappy dialogs was good I think), but once we're in the mine everything feels right.
On the level 3 I got unfortunately locked here (I couldn't move down,even without the warlock there) and the game from being very easy suddenly became very hard.

Maybe health potion drops could happen more often too.
Overall I like it!
It would be nice to adventure a bit further with John Chthonic if there were savepoints.
Maybe in the heat of battle I was running out of stamina but in the dual enemy encounter I felt like I cannot pary or run away when they got too close to me.
For me it was a bit tought to play with mouse and keyboard on a windowed VM, as my mouse was going outside the window when I turned (probably not a problem for most).
I am looking forward to trying it again!
I like it! Especially the arena.
Arena feels balanced and very replayable (played two games deep).
With the dungeons I couldn't beat the initial swamp without getting booster packs (and after getting them it became too easy). But I was still getting the hang of the mechanics, so maybe that's why.
The open-ended design of the overworld confused me a bit, not sure why should I go to one location over another.
It would be nice to have a way to visually determine if the minion attacked already.
Overall very good!
Two bugs I've encountered:
1. In the arena the card pool doesn't reset on returning to the main menu, but the deck does.
2. Lots of taunt popups in the lobby between arena battle (an empty card prefab?)
I like the 17th century inspired setting, and I am intrigued about the lore.
It would be easier to explore further if there was some way to save progress.
Some combat animations seem too long for me, not responsive enough.
BTW a corvinist (korwinista) is a political term here in Poland (circa a libertarian), hehe.
The atmosphere is excellent! The use of art and audio too. Very impressive for a week of work.
I don't have much experience with dungeon crawlers, I could be missing something, but I would like to have more clarity about the choices I can make.
Why should I go in a certain direction? Why not rest all the time? When should I run from a fight? etc.
Maybe some tooltips or otherwise more details about the enemies and the action would be good.