Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bibidi Bibidi Prototype

Wizardcore deckbuilder where you combine cards into unique and powerful spells using your spellbook. · By New to Narrative

Feedback Sticky

A topic by New to Narrative created 56 days ago Views: 42 Replies: 2
Viewing posts 1 to 2
Developer

Hey everyone! Thanks for playing Bibidi Bibidi. This is a prototype version of our little roguelike deckbuilder to test the concept and help us decide which direction to take it in.

We'd love to get an initial round of feedback on it. Any feedback is welcome, but we're particularly looking for the following:

  • Do you usually enjoy roguelike deckbuilders? (E.g. Slay the Spire, Monster Train or even something like Slice & Dice)
  • If you do, do you feel like this game's mechanics (the spellbook) set it apart from other games in the genre?
  • Did you figure out how the spellbook and card attributes (Boon, School, Force) work?
  • Did you want to try again as soon as you finished a session?

Heya! I really enjoyed this (played through two runs, first one till the first boss, second till round 6 where I died) 

  • I've played a lot of the games you mentioned and enjoy roguelikes, deckbuilders, and the combination of both (both digital and physical)
  • The spellbook did feel pretty cool and unique!
  • The hover text was pretty helpful, though it took my first run to get most of the mechanics (e.g. only realized that I was doing damage with my Force when I was playing a damaging School like zap). I'm still unsure about where anything actually happened in some cases (e.g. when your Force is "draw two cards", does that waste the Boon and School if they refer to the Force section?)
  • I did feel like jumping back in immediately after ending (losing lol) a run!

The spellbook aspect is pretty solid by itself and feels like it has a lot of potential. I'm also interested in seeing what else you do to with this game to support the system though - I personally enjoy having a bit more decision making to your progression through a run than a purely linear dungeon dive (e.g. slay the spire or inscryption vs slice & dice)

Developer

Thanks so much, that's super clear and useful feedback! Also good that you comment on the branching progression vs linear dungeon. I think in the perfect version of the game, we'd love to have branching progression, but wanted to try linear out first to see if we can get away with reducing the scope on that part.

We'll probably end up with a very simplified version: choosing between 2 or 3 doors with various encounter or utility rooms behind them. Maybe some effects that allow you to reroll doors, or increase the chance of certain rooms, akin to how Hades does it.