Comments

Log in with itch.io to leave a comment.

Very confused, please add a tutorial, I may have accidentally skipped it though.

Great game!  The strategy is a little simple, though, pretty much entirely due to the mask card. Beat it second try in 17 minutes, but I had fun.

Thanks for the feedback xyncht and glad to hear you enjoyed this early version of the game!

Based on feedback so far, I've made a few tweaks to make it a little more challenging moving forward

(1 edit) (+1)

Finished it on my 2nd try, I liked it.
Especially the mid-game when I have to predict execution 10 commands sequence under time pressure, it feels quite rewarding.

However the gray commands are super strong, and late game was a bit too easy, I just had a sequence with a lot of retries / masks that I could just mindlessly drag and drop from one target to another. Maybe I got a lucky run though.


Edit:
Played another game, gray commands are definitely overpowered. I managed to build a master command sequence very early knowing what strategy to go for.

At the end I was using:
Optimize (lvl1)
Mask (lvl2)
Strike (lvl4)
Repeat (lvl3)
Loop (lvl4)

That was enough to clear everything, but on top of the above I also had:
1 slow, 1 loop, 4 Mask, 5 Repeat, 6 Bypass - all level 1. So I could have taken on much more stronger opponents.

(1 edit)

Fantastic, thank you for the feedback Asharai and well done on finishing it on just your 2nd try!


I was hoping people would find good combinations like that but didn't realise it would be that fast either!


I'll look into balancing the frequency of special card network nodes that appear as I agree, it's a lot more fun when you have to think through your usage of limited options quickly. I'm also planning on adding additional difficulty levels with modifiers for variety and extra challenge.

Really smooth and satisfying input / interactions, whole presentation is great!  The ui animations really sold me from the start :)

Difficulty curve is too steep, maybe increase the challenge on one axis at a time, like greater single target complexity for a few levels, then increase the number once their comfortable, or something.  Very overwhelming, misread or placing a single requirement and failing the one stack, while ANOTHER stack is ticking was too much too soon imo.  The stacks starting over if you miss a requirement is brutal, that could be a challenge introduced later, and just have it pause execution in the earlier levels or something. 

I don't think I understand the upgrade options- seems like pure rock-paper-scissors guessing which colors will be required in the cards.

(+1)

Thanks a lot for the feedback Ben, especially around difficulty as that's always the tricky part to judge as the developer.

Making the colour network cards have more "decision weight" beyond just balancing them as much as possible is high on my list of improvements following this initial feedback on the core loop

Runs my computer a bit too hot for a relatively simple game... otherwise really beautiful and elegant interface and interesting idea

(+1)

Thanks for the feedback Speculaether! I'll do some investigating to work out what is impacting performance. Glad to hear you liked the UI and core idea