Lots of fun! I wouldn't say this is balanced right now, a few unit generation buildings snowballed me through every round past 10 in a single turn of combat, but I love the premise here and I can see it turning into something really addictive.
I enjoyed playing this, especially as it involves the double-nature of cards, having separate effects for playing and discarding.
I couldn't fully grasp what the game is about in the first run, so I died to the first boss, but being a bit more cautious allowed me to win the second game. I got a snowball-y setup and was kinda just clicking "next" after round 15 without any difficulty.
Overall, I think this is an interesting idea that could be worth exploring further.
So I don't comment on many games, though this one I really enjoyed and feel has so much potential for more.
Here is my thoughts in no particular order, where I go Good, Needs Improvement, Bad:
Good - Solid game loop with good variability due to the number of cards
Needs Improvement - I found like allot of people have commented, if your RNG is right and you get the right cards in the early rounds, the rest of the game just spend all cards, end turn, and you don't have to worry or think because your standing resting army outnumbers all but the last round main boss.
Bad - Lack of tutorial, though I did pick it up, a nice tutorial is one of those things that is always appreciated
Good - Art style, it's consistent, simple and does a good job effectively communicating what is what. It makes me think of Watabou and their map generators which gives me nice vibes
Good - UI, it's clean showing only prudent information without flooding the player with too much info, and the way you consolidate unit counts shows you've thought how to keep a consistent aesthetic
Needs Improvement - Super minor, but a simple tooltip over the sword, armour and hp icons, as though as a reasonably seasoned gamer I intuited them, you shouldn't assume everyone knows.
Needs Improvement - Not such an issue once you get to that steam roller phase as it just stops mattering, but with the mods you provide to units, you do show in the popup when hovering over city areas what the are does, but don't have a way of viewing the consolidated aggregated mods for units.
Or even allowing a hover tooltip for the unit icons
Needs Improvement - Mentioning the city area hover, I really like it, the small improvement, which I think might be a bit challenging due to be aware you are keeping the "card" format, is that when you have an area above level 1, I would expect the panel to show the aggregated effect, not the standalone.
Needs Improvement - You have overall picked a really good colour palette, strong contrasts, and again, I see influences of Watabou. A few minor tweaks that I think are needed to improve both accessibility and legibility:
The `Income` field (and value counter) is too close to the background colour, I could read it, but early on it didn't catch my attention and took a bit to notice
The `Merchant Guild` cards suffer from a similar problem, since the background is cream, while they are yellow, and the gold icon is yellow, the are legible just not comfortable and it feels a bit over saturated
Definitely a strong foundation, with many directions to go, and a really solid experience overall :)
Might just be me - The discards area confused me, as I thought it was meant for me to drop cards onto
Potential fun useless improvement - I enjoy sneaking in education, and given allot of the game elements have historical references, adding small info tid bits somewhere with each card would be neat
Hi Maraket, thanks a lot for the detailed feedback, really appreciate it 🤍
Next update will be purely balancing, I want to nail that first. After that I will focus on UX. I needed to rush both a bit during the initial prototype dev.
Thinking of adding a Discord server with the next update to exchange feedback easier.
That strategies you can make are boundless. Really fun. Though I was making like 300 gold a round, which seems like a lot sense I wasn't that focused on synergies.
Won on first try, broke the game somehow, feels no difficulty at all.
I think around round 5 or so my army reached 10s of infantry and the game cant react to any of this, and then I stacked enough money to roll over all the rest without any difficulty.
Like a endless mode for sure. Maybe different starting decks or ability to unlock new cards and stuff to make own starting decks. Way larger token number stacks as had almost 3000 Shield guys to point it pushed the rest off the screen. Maybe some in run progression like trophys and card upgrades, the limited hand size seemed to really cut potential for some strategies with high income. The end screen would need a lot of changes as it dint even show most of my town. Town would probably need some changes to be able to show a ever increasing number of buildings or to make some buildings merge to become a hybrid or something like that.
Nice game! It has a nice learning curve at the beginning i struggled getting past round 7. After a while i got something right, a balance between defence and building, and my last run improved so much after round 20 it got so easy i just started building everything available. I enjoyed a lot. I'd loved to see an ending page with more statistics.
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Lots of fun! I wouldn't say this is balanced right now, a few unit generation buildings snowballed me through every round past 10 in a single turn of combat, but I love the premise here and I can see it turning into something really addictive.
I enjoyed playing this, especially as it involves the double-nature of cards, having separate effects for playing and discarding.
I couldn't fully grasp what the game is about in the first run, so I died to the first boss, but being a bit more cautious allowed me to win the second game. I got a snowball-y setup and was kinda just clicking "next" after round 15 without any difficulty.
Overall, I think this is an interesting idea that could be worth exploring further.
So I don't comment on many games, though this one I really enjoyed and feel has so much potential for more.
Here is my thoughts in no particular order, where I go Good, Needs Improvement, Bad:
Definitely a strong foundation, with many directions to go, and a really solid experience overall :)
Oh 2 other things that I realised I missed:
Hi Maraket, thanks a lot for the detailed feedback, really appreciate it 🤍
Next update will be purely balancing, I want to nail that first. After that I will focus on UX. I needed to rush both a bit during the initial prototype dev.
Thinking of adding a Discord server with the next update to exchange feedback easier.
That strategies you can make are boundless. Really fun. Though I was making like 300 gold a round, which seems like a lot sense I wasn't that focused on synergies.
Yeah, working on a fix but balancing takes a bit of time 😅
Won on first try, broke the game somehow, feels no difficulty at all.
I think around round 5 or so my army reached 10s of infantry and the game cant react to any of this, and then I stacked enough money to roll over all the rest without any difficulty.
Thanks for checking it out - I knew the balancing wasn’t perfect but that’s sounds too much. Will have a look
Nice, slight overkill 😅 will adjust the balancing
hehehe, I had a lot of fun, I lost a bunch of times before I managed to get this set up.
Fun but short
Thanks for the feedback!Would you want more rounds, each round being longer or some meta progression to make multiple runs more fun?
Like a endless mode for sure.
Maybe different starting decks or ability to unlock new cards and stuff to make own starting decks.
Way larger token number stacks as had almost 3000 Shield guys to point it pushed the rest off the screen.
Maybe some in run progression like trophys and card upgrades, the limited hand size seemed to really cut potential for some strategies with high income.
The end screen would need a lot of changes as it dint even show most of my town.
Town would probably need some changes to be able to show a ever increasing number of buildings or to make some buildings merge to become a hybrid or something like that.
Congrats on the launch!
Thanks 🤍
Nice game! It has a nice learning curve at the beginning i struggled getting past round 7.

After a while i got something right, a balance between defence and building, and my last run improved so much after round 20 it got so easy i just started building everything available.
I enjoyed a lot.
I'd loved to see an ending page with more statistics.
Yes! I was thinking of trying a similar screen to Broforce, when it replys all the defeated enemies in a row, wdyt?
If possible, that sounds amazing.
this game is fun,but it needs balanceing.
hi dogfish, thanks for playing! yes, will work on it