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Please add a counter on the stacks

(+1)

The new update is amazing!  The white on light gray is very hard to read though

Great to hear you like it! Art overhaul in progress to solve that readability issue alongside the other comments so far

(+1)

Been playing for DAYS now (I just can't get through the Tundra level) and I love it. Literally, accidentally got my roommate addicted too! Excited to see updates!

Fantastic to hear! Art overhaul and roguelike elements being worked on currently to give it more variety. Both coming soon

(+2)

Damn. What an addictive and fun game! I really like the experience. I gotta say that the Tundra level is pretty brutal and I don't think I can beat it currently. My main feedback would be on the card type. Like mentioned, the water and air type are difficult to spot at glance and the booster vs attack card are too similar, so it would be nice to change the design slightly so that we can easily spot the difference between a boost card and an attack card.

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Great to hear you liked it! I'll have a rethink on how to easily differentiate the types of cards and elements. 

Tundra is definitely a challenging one. It took a fair few goes myself to beat it as you see in that 3rd screenshot but it's a fun stretch for this initial version.

Thanks a lot for the feedback

(+1)

The wind and water symbols are pretty abstract and it can be hard to sort them out accurately

Thanks for the feedback. I'll look at redesigning those to make it clearer. Quickly being able to identify the type is key

(+2)

It's pretty good but it seems a bit RNG dependent, plus, I always feel like when I finally get enough resources for something, I have to sell them before I can use them because I don't have any of another resource I need. This might be intentional or maybe more cards are added later on, but on first impression, it comes off as frustrating. On the positive side it's immensely satisfying when I DO actually get all the cards I need quickly enough and can Kill an enemy quickly. You also should consider an HP system because dying from any hit at all seems a bit harsh. But over all, good stuff!

Thanks for the feedback! The game being quite RNG dependent is a design choice as while it gets some lows, it makes the highs even sweeter. Same with multiple lives.

You can influence that RNG as it's an ongoing trade off on what to sell vs keep based on how far ahead you are on the quest.

Do you sell some spells you need later to open an advanced or expert pack for the chance at powerful cards you need now.

Greatly appreciate you taking the time to leave the feedback!