Game play
Allow for skipping choosing cards to better build a deck. Move where the cards appear after playing because they cover up the enemy intent so you have to wait for it to move to see how much health the enemy has. The game has al lot of potential!
Good game, need to fix some bugs.
Cannot close the window to refuse the new card. It makes the deck to big.
More
More content please!
Solid start to a rogue lite game
This has solid mechanics but is still in the middle of polishing. Cool artwork and fun back story.
fix suggestion: have the option to decline choosing cards after a battle. I don’t need garbage cards to line my deck as I get further into the game.
fix suggestion: have the option to decline choosing cards after a battle. I don’t need garbage cards to line my deck as I get further into the game.
Has potential, but doesn’t yet live up to it
The artwork is good, but the text is not. I beat the game, and I have no clue what the Speed attribute does, despite it going up by +0.5 every time I leveled up. You have “mana” to spend, but most of your cards are mundane equipment and you’re not a spellcaster. Enemy cards flip by so fast, you can rarely read what they did, and sometimes what they do contradicts what the intention/warning over their head said they were going to do. Event consequences feel arbitrary and inconsistent. In the lategame your level stat boosts matter way more than the cards in your deck, which I guess is good since every victory forces you to add another card to your ever-growing deck. During play the card rewards were repetitive and bland, but then when I beat the game it unlocked more new cards than I’d ever seen during play. Too little too late, as I’d already tired of the game play loop long before it gave me these tools that might have salvaged the game if they’d been offered earlier. The game has potential, but currently does not live up to it.
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