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I think the biggest issue I had with this game is how things are communicated. There wasn't a clear understanding of what my deck was. I am still unsure if there even is a deck. It seems like I randomly got access to two more cards other than dodge and attack. I like the ideas here but for the most part I couldn't make informed choices on how to deal with an enemy. At some points I would attack an enemy and was not dealing any damage even on a turn where the enemy wasn't dodging. Still, I want to say that the rushing of the players turn with a hunger gauge is a good idea for a faster style of play that makes decisions more impromptu.

Hmm thats odd, you should have been able to do the damage guess there is a small bug there. There was some more communication stuff being made but due to some weird UI stuff it did not work at all and had to be left “till later”. but i am glad you enjoyed the hunger system, it was one of the core mechanics i wanted in the game

It took me a while to figure out what's going on, but it's a nice concept. It could do with some sound effects. I don't get why the player has to choose the chest and the door though. That makes sense in a physical card game, but in a video game I think the game should be making that decision instead.

Maybe do a tutorial battle to make the mechanics clear to the player. I like the idea of having an attack queue. I think this could be really fun if developed more. There's a kinda similar game from a different game jam that I think you could take inspiration from: https://kultisti.itch.io/onward-blocks

Overall, good job!

yea i didnt intend for it to have such a steep learning curve, the decisions for the doors and chests made sense with a plan for a story i had, but didnt get round to making. but thanks for the review 👍

I didn't expect to see a card game in the game jam, so props to you for doing something different. It took me a while to know what to do, but I liked that I could see what the enemy was going to do. I think some tool tips and just assistance to make things easier to understand would go along way if you were to revisit. :)

yea, tooltips and assistance to the player was planned, but time pressure caused some issues with that thanks 👍

Interesting. I like the choices but I can't exactly tell what I'm doing with those choices. I did like killing some stuff though!

Yea, it was a constant feedback that the games communication needs improving, and i agree with that. but time pressure caused some issues with a tutorial and suitable explanation. Thanks 👍