Completely agree! Honestly it was quite a challenge getting all of it together ;-; But thank you for playing!!
MightyPickle
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Cardamonium is one of those games that grabs you fast with its simplicity—and before you know it, you’re hooked. The gameplay is super straightforward but really well-tuned, and the game feel fits the art style and mechanics perfectly.
Some of the weapons were a bit frustrating to use at first, but I get that they’re designed that way on purpose for balance or style, and I respect that. The only real downside for me was the audio—there’s one track that loops, and after about 8 minutes it starts to wear on you a bit.
Still, overall, this is a super fun experience. Great work! Also, if you ever want to try another experimental little card game, feel free to check mine out too—no pressure at all, just dev-to-dev sharing.
Thank you so much! And yes, I voice acted both the tutorial and the first introduction as Dameon. However, my friend Martyna voice acted Athena.
The game is quite short but this was sort of expected, since the original scope of the game had more to do with random level generation and almost like a dungeon crawler feel.
And yes, the enemies do have the reputation of being known as among us characters LOL. I actually had models for it, but the animation side of things was taking too long, so I cut down on the scope and did the bare necessities. I’m thinking of making an extended version of the game, something that lasts 45 minutes to an hour and fifteen minutes with a few more gods and also a boss battle, but I’m still in the process of evaluvating whether I want to take that on.
The mouse movement was something I realized was hard to grasp in playtesting, but I didn’t have enough time to add settings, so I left it in.
The game idea is entirely inspired by Epic: The Musical & Hades (the game). Those two artefacts of human art are quite close to my heart, so I couldn’t help it haha.
Just wanted to offer a quick thought on game feel, since it’s something that can really elevate a project from good to great. It’s about giving the player immediate, meaningful feedback when they take an action—whether it’s an attack, movement, or interaction.
For example, instead of simply destroying an enemy object on death, I added ragdoll physics, blood effects, and a sound cue. It’s still the same functionality (the enemy dies), but the feeling is entirely different. You see the consequence, you hear it, and in a way, you feel it. Great game feel is built from these layers.
If I wanted to take it even further, I could add blood spatter decals that stick to nearby walls, or camera shake on critical hits. All of these things reinforce that the player’s actions have weight in the world—and that’s what makes gameplay feel satisfying on a deeper level.
Star Rider: Elemental Shuffle has a solid foundation—visually and audio-wise, it’s polished and appealing, and the gameplay feels fair and well thought out. The concept works and definitely brings its own unique flavor.
The biggest hurdle for me was the learning curve, especially when it came to aiming. It wasn’t entirely clear whether I was aiming manually or if there was some kind of auto-aim, which made it a bit tricky to get a good handle on combat. That, along with a lack of strong game feel, held the experience back a bit for me.
That said, it’s definitely on a great path. With a bit more clarity in controls and some juice in the feedback department, this could grow into something really memorable. Keep going—there’s a lot to love here already!
Summoning Rights is an absolute gem. Everything—from the special object implementation to the theme, gameplay, visuals, and audio—comes together perfectly. The fun factor is off the charts, and it feels like every element has been crafted with care and creativity.
Honestly, I’m shocked this game isn’t getting more attention. It nails exactly what it sets out to do and delivers such a smooth, immersive experience. This is the kind of game that sticks with you.
Major props to the dev(s)—this is a masterclass in how to take a strong concept and execute it brilliantly. And hey, if you’re ever in the mood to try another small project with some weird card mechanics, feel free to check out mine too—no pressure, just dev-to-dev appreciation!
Rock Paper Summons is a fantastic example of simple mechanics done right. The visuals are top-notch, clean, and full of charm, and the audio fits the experience perfectly—enhancing the gameplay without ever overwhelming it.
The core mechanic is straightforward, but the execution makes it super fun and engaging. Everything just works well together—from the team and special object implementation to the intuitive flow of the game. It’s a great experience from start to finish.
Honestly, this is a 10/10 for what it sets out to do. Amazing job!
Bridge of Bones is a super entertaining and unique concept that really stood out to me. The gameplay blends card mechanics with RTS-style strategy in a creative way—building up an army, discarding and drawing cards, all while trying to outplay your opponent. It’s the kind of system that could totally be expanded into a full game, and I’d definitely play it.
That said, the game feel could use some refinement. It was hard to tell exactly where I was placing cards, and I sometimes ended up playing on the wrong lane by accident, which cost me a few rounds. I also ran into a strange bug where both I and the enemy died at the same time, and the game just kind of froze. Small stuff, but it did break the flow.
The visuals are simple but effective—they do the job well for this style of game. The biggest thing missing for me was audio; some sound effects or music would really elevate the experience.
All in all, amazing concept with fun gameplay and tons of potential. Would love to see this developed further! And if you’re ever looking to try another small card-based project, feel free to check out mine too—just sharing between fellow devs!
[Note: I played the windows version.]
Witchcraft is a short, beautiful narrative experience with a creative premise that really caught me by surprise. You play as a princess trying to save her dying grandfather, and the choices you make with mysterious potions—one revives him, one turns him into a monster, and two kill him—lead to wildly different outcomes. It’s a great example of branching storytelling done right.
The visuals are absolutely stunning. The art style pulled me in immediately, and the audio fits perfectly with the tone of the game. The implementation of special objects is really well done too—it adds flavor to the gameplay and world.
There’s a bit of room for polish in the way the story and team elements are implemented, but honestly, I had a great time. It’s fun, it’s emotional, and it leaves an impression. Amazing job to the team!
Also, if you’re ever curious to try out another experimental little game, I’d love for you to check mine out too—no pressure at all, just sharing between devs!
Tower Climb has a really unique and fun concept—random cards that generate platforms you use to climb upward? Super creative. The visuals are clean, the music is great, and overall, the atmosphere feels playful and inventive.
I couldn’t quite figure out how to use the abilities, which left me a bit confused at times, but I still had a blast. I may have exploited the system a bit by stacking a ton of blocks and jumping up repeatedly—but hey, it worked! That said, the core idea is fantastic and with a bit more clarity around the mechanics and balance, this could be even stronger.
Awesome job to the devs—it was genuinely fun! And if you’re ever looking to try another quirky card-based game, feel free to check mine out as well. Just sharing the love!
Cards Before Chaos has a really cool concept at its core, and I really enjoyed the design of the characters and entities—there’s clearly a creative vision behind it. The card mechanics themselves are quite interesting and show a lot of potential for strategic gameplay.
That said, the UI could use some serious polish—it makes the game feel a bit clunky and harder to get into. The overall gameplay is okay, but it feels like the core idea is being held back by the interface and some rough edges.
Still, I see a lot of promise in the concept. With some more refinement and polish, especially on the user experience side, this could really shine. If you’re ever in the mood to try out another experimental card game, feel free to check out mine too—just tossing it out there!
The Dealer has a really creative and engaging core mechanic—I loved the idea of using arrow keys to cast card effects against waves of goblins. It’s a fresh and intuitive system that immediately pulled me in, and the gameplay starts off feeling really fun and dynamic.
The visuals are solid, and the music fits the vibe well. That said, the difficulty ramps up quite a bit later on, and the sheer number of enemies starts to create noticeable performance issues. It becomes hard to keep up, and the experience shifts from strategic fun to chaotic overwhelm. With a bit more tuning in enemy progression and optimization, this could be a real standout.
Still, a very cool idea with a lot of potential. If you ever want to check out another small project with card mechanics, feel free to give mine a go too—no pressure at all!
Knight in Cards has a beautiful visual presentation—the art style is truly standout, and the overall design of the game page immediately caught my attention. The music is also a nice touch and helps set the atmosphere.
That said, I found the game mechanics a bit unclear, and there wasn’t much sense of feedback or “game feel” while playing. A bit of animation or clearer interaction cues could really help make things more engaging. The UI could also use a little polish—especially the retry button, which didn’t seem to work during my playthrough.
Despite these things, it’s clear a lot of effort went into the visuals and sound. With a few tweaks to the UI and mechanics, I think this could grow into something much more fun to play. Keep it up! If you’re ever curious to try out another project from a fellow dev, I’d love for you to check mine out too—totally casual, just putting it out there!
Deckmon is a charming game with clear inspiration from Pokémon, and it really stands out with its cute, simplistic art style that suits the gameplay well. The music adds a fun, upbeat vibe, and with 10 solid levels, there’s plenty here to enjoy.
Some of the mechanics—like the “curse level”—were a bit hard to understand at first. The instructions felt a little dense, and it might help to simplify or break them up for smoother onboarding. A bit more animation or visual feedback during card interactions could also help players get immersed faster. That said, once I got into the rhythm, the core mechanics were fun and easy to grasp.
Overall, I had a great time playing. It’s clear a lot of love went into this, and with a few refinements, it could be even stronger. If you ever feel like trying another small project, I’d be happy if you checked mine out too—no pressure, just for fun!



