Didn't quite understand what was going on in my first run, but managed to wake up (thrice) in the second. Should've looked at the known bugs since I was definitely trying to play really fast and some of the cards went haywire haha.
The design of the game is quite elegant, although there seems to be one clear dominant strategy. I had fun with it. One small suggestion would be to indicate that the player can't wake up just by the depth, because I tried rushing that and it kept saying "Can't Wake Up" and no explanation why.
The art pieces of the cards and enemies is really cool, was enjoying looking forward to what kind of a monster shows up next! I think some interface adjustments would help showcase the art better and also explain the game nicely.
There are a few mechanics that are pretty under-explained, but that just was necessary because of the time constraint. We finished working on this less than 10 mins before the deadline. Luckily, the game is still pretty playable even if you don't quite understand every interaction.
yoo I loved the plot twist at the end, actual nightmare horror /jk
I loved it, the theme, the ambience, and the gameplay is fun. It need some balancing (card games are pretty hard to balance, ik), and maybe a better explanation of what the "icon - icon" cards do. Oh, and a way to see all the hand when I have too many cards (unless you intend a hand limit). Overall it's a pretty solid game, nice work!
Balancing and hand management and also incomplete explanations are for sure the most obvious issues that are still in the game. They also take a lot of time to test and implement, so we had to make some compromises.
As a short explanation of the "A = B" cards: It basically means get "A scaling with amount of B". For example, Adrenalin Rush does 1 damage at 50 Heartbeat and 4 above 125 Heartbeat.
Interesting concept and good execution overall. The UI is mostly self-explanatory, which is nice. I also liked the music, it fits well and doesn't feel repetitive too.
It could need some balancing though, all fights before the final one are pretty easy, and you can simply walk away from them too (is this intended?). You can also overfill your hand, which makes the final fight very trivial.
Balancing is the aspect of the game that was left for the very end of our time limit, so in result the game is not that balanced.
Yes, fleeing is intended. It gives no new cards, while actually defeating an enemy is often a big source of new ones and is supposed to take more effort and risk.
It's also very easy to farm early enemies for cards, overfill the hand and never run out of resources after. We thought about a couple ways to fix this. Either there could be a time penalty that prevents this, so the longer you take for your descent, the harder the game gets. Otherwise, we could always just find a way to implement a hand limit.
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Didn't quite understand what was going on in my first run, but managed to wake up (thrice) in the second. Should've looked at the known bugs since I was definitely trying to play really fast and some of the cards went haywire haha.
The design of the game is quite elegant, although there seems to be one clear dominant strategy. I had fun with it. One small suggestion would be to indicate that the player can't wake up just by the depth, because I tried rushing that and it kept saying "Can't Wake Up" and no explanation why.
The art pieces of the cards and enemies is really cool, was enjoying looking forward to what kind of a monster shows up next! I think some interface adjustments would help showcase the art better and also explain the game nicely.
There are a few mechanics that are pretty under-explained, but that just was necessary because of the time constraint. We finished working on this less than 10 mins before the deadline.
Luckily, the game is still pretty playable even if you don't quite understand every interaction.
yoo I loved the plot twist at the end, actual nightmare horror /jk
I loved it, the theme, the ambience, and the gameplay is fun. It need some balancing (card games are pretty hard to balance, ik), and maybe a better explanation of what the "icon - icon" cards do. Oh, and a way to see all the hand when I have too many cards (unless you intend a hand limit). Overall it's a pretty solid game, nice work!
Balancing and hand management and also incomplete explanations are for sure the most obvious issues that are still in the game. They also take a lot of time to test and implement, so we had to make some compromises.
As a short explanation of the "A = B" cards: It basically means get "A scaling with amount of B". For example, Adrenalin Rush does 1 damage at 50 Heartbeat and 4 above 125 Heartbeat.
Interesting concept and good execution overall. The UI is mostly self-explanatory, which is nice.
I also liked the music, it fits well and doesn't feel repetitive too.
It could need some balancing though, all fights before the final one are pretty easy, and you can simply walk away from them too (is this intended?).
You can also overfill your hand, which makes the final fight very trivial.
Balancing is the aspect of the game that was left for the very end of our time limit, so in result the game is not that balanced.
Yes, fleeing is intended. It gives no new cards, while actually defeating an enemy is often a big source of new ones and is supposed to take more effort and risk.
It's also very easy to farm early enemies for cards, overfill the hand and never run out of resources after. We thought about a couple ways to fix this.
Either there could be a time penalty that prevents this, so the longer you take for your descent, the harder the game gets. Otherwise, we could always just find a way to implement a hand limit.