Thanks a lot for the feedback!
What beats what - I've put a chart somewhere in the comments before, but I'll add it to the page as well. We've seen the chart so many times that none of us realised, it's not actually in the game...
About balancing - yea, we did a bit of balancing before the deadline, but it was only one iteration and definitely needed more work, but we ran out of time to do it for the jam.
We're really glad you liked it, we'll be slowly trying to update it, so keep an eye on the page if you want to see the newer version :)
xfamin3
Creator of
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Thanks for the feedback!
We used a popular charts for extended rock-paper-scissors, like below 
Time restriction and some major technical problems we had towards the end prevented us from adding a bunch of UI/UX updates we wanted to put in to make it more clear what's going on.
We had some ideas about additional fingers, but we were pretty sure we won't be able to implement them in time. For example, we wanted to give each received finger from defeated enemy a buff for the run, like more HP, damage/shield increase, starting with shield or, even more complex - when using selected finger, you can boost effect on your card or gain more stats for the fight/run etc.
Winning rock-paper-scissors game was doubling one of the effects. During the development we needed to change the design slightly so - the initial plan was that all cards have at least 2 effects on them, even 2 x damage, and winning RPS removes one of the effects. A lot of the feedback bits were done also in last 24h of development as it was delayed due to the technical issues.
Plan at the moment is to develop the game even further so we can bring to life all the plans we initially had. Afterall, it's just a prototype... :)
