I want to know what the two indicators at the bottom do, and also, when I have to select a new card, sometimes there are no new cards, only cards that I already have
I love how the main goal is completely independent of the enemies; purely just about building the shrine. All the negative effects of 'enemies existing' suddenly turn into resources, like 'spending' health on a turn by not fighting in exchange for building supplies was such a great tactical decision.
I also love that you're gated not solely by mana like many other deckbuilders, but by # of cards per turn. It felt very "into the breach" if that makes sense.
The card-gating makes it a lot more accessible to plan a single turn, but also much more difficult/interesting to plan a deck. I can say "What are the exact 3 cards I want to play this turn" without needing to worry about optimizing or missing some insane 10 card combo, but I also don't get any "freebies" like in Slay the Spire with their 0 cost cards. This made basically every card addition a much more tactical choice for me.
It feels like each "unit" of content is so efficient. Like, I can imagine once you had the core mechanics in place, it probably felt like the content flowed from your fingertips when you spun up different enemies and cards!
I played the hell out of this game; I really love it. The fact that you made this for a game jam is a testament to how efficient the design is.
How did you come up with the idea for the core mechanics? Do you play a lot of deckbuilders? Is there another game/games with similar mechanics that provided some inspiration?
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i beat it without knowing anything about how the game worked and i still dont know how it works
but it looks very nice
I want to know what the two indicators at the bottom do, and also, when I have to select a new card, sometimes there are no new cards, only cards that I already have
pretty good, i got screwed over by spirits pretty early into the run so i never got to explore the mana cards, but it was still a good game.
Fun game but is the game supposed to crash when you die?
short, good, not hard
Oppening my chanel on youtube with your game.
This game feels so elegantly designed.
I love how the main goal is completely independent of the enemies; purely just about building the shrine. All the negative effects of 'enemies existing' suddenly turn into resources, like 'spending' health on a turn by not fighting in exchange for building supplies was such a great tactical decision.
I also love that you're gated not solely by mana like many other deckbuilders, but by # of cards per turn. It felt very "into the breach" if that makes sense.
The card-gating makes it a lot more accessible to plan a single turn, but also much more difficult/interesting to plan a deck. I can say "What are the exact 3 cards I want to play this turn" without needing to worry about optimizing or missing some insane 10 card combo, but I also don't get any "freebies" like in Slay the Spire with their 0 cost cards. This made basically every card addition a much more tactical choice for me.
It feels like each "unit" of content is so efficient. Like, I can imagine once you had the core mechanics in place, it probably felt like the content flowed from your fingertips when you spun up different enemies and cards!
I played the hell out of this game; I really love it. The fact that you made this for a game jam is a testament to how efficient the design is.
How did you come up with the idea for the core mechanics? Do you play a lot of deckbuilders? Is there another game/games with similar mechanics that provided some inspiration?
Anyway, awesome game!
My god. You stumped me at first, but I think I might have gotten the hang of this game. Absolutely amazing, will probably play again!
Really nice game! I can certainly see this get expanded into a full version :)