Thank you for the feedback!
Totally agree that the order might be confusing! I was indeed thinking about some arrows or numbers to signify the slot's order, but in the end I got afraid that they might clutter the UI (I really wanted to keep things neat). Maybe some arrows would be good if they shown on hover though 👀
EdShel
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Super fun! The gameplay is so polished and well-thought! I like how there's so much possible strategies already.
Addressing an elephant in the room: the art is very placeholder-ish but the gameplay is extremely solid! I'd definitely be playing something like this if visuals & juice were to be improved.
P.S. it appears that level selection icons are Godot's native buttons. I personally always set Control > Focus > Mode to "None", otherwise there's an annoying outline when you click them.
Cool concept and great fit for the jam's theme! I attempted 2 runs, and they both played out the same (day 9). Two points for improvement:
1. Often I saw loot but it was too far away and just flew by. Would be cool if the arm was longer. This could be too OP, so maybe the arm is initially short, but when you press LMB, it gradually extends. This way you'll have to predict trajectory of materials, and potentially miss. Such mechanic might create some tension for the player, I believe.
2. Tone down the CRT shader - it is good only in moderation. I found it too obnoxious, and it made the text impossible to read (especially the intro text box).
Anyway, hope you find this helpful somewhat. Congrats on making the game though!
Really appreciate the feedback! I too dislike how the Necro Deck turned out to be a guessing game, I should've explained this in-game better. But it works as following:
1. It will "Reverse" every "Attack" or "Tallying" (4x card) you place (so you do harm to yourself instead).
2. When you place "Reverse", it will put an "Attack", so you can damage the boss (this card is their weakness).
3. Otherwise they will try to "Regenerate".
Cool and very polished puzzle game! Overall the game is great, but there's too much repetition and artificial slowing down:
1) on level T2 you have to push the boxes really far. And you gotta do this twice. Personally, I realized the concept of blocks & buttons from the first glance, and it took me so long to implement my understanding and complete the level. I'd try to shorten the distance and check if it's possible to have only 1 box;
2) the level 8 is symmetrical, and after beating one half I had no interest in doing the other;
3) often you need to wait until the end of the loop because you're going to do a long stretch next cycle. Consider implementing so that you can hold Space for 0.5s and the actions will be decreasing very quickly.
Again, the game is pretty darn good, these are just suggestions to hopefully make it better!
"can just be solved by pressing play" - LOL, I didn't notice that, this was clearly unintentional, and ideally should be fixed 🙈
Regarding releasing a card - I didn't think that people might prefer that. IMO the current option is better for accessibility but your suggestion should be the default one.
Big thank your for the detailed feedback! It means a lot to me!
It's always nice to play fellow card game especially so polished!
The interaction with cards felt good and I really liked the concept of passive cards that improve other cards. The art is great too. Great team work!
Nitpicking: after passing the tutorial, I think, I've beaten 5 or 6 levels until I got completely overwhelmed by the interactions. Maybe it's because English isn't my native language, but I had difficulties understanding differences between cards, keeping all that in mind, and their art was different only slightly. Maybe while the card is being dragged, show preview of how this will affect score/other cards. This could trivialize the game though, so it's up to you guys to decide.
Cool aesthetic and character writing! The first time I was playing the special cards couldn't be purchased (money were taken but no box arrived) and on the second try my character put two cards on the table, and after flipping the cards, the copy remained blocking the placing action.
Fun concept but I wish you had more time to polish it! Congrats on submission, there's some potential!
I really enjoyed my time with the game! The atmosphere is implemented really well!
Some nitpicking: at first I didn't notice that you can flip pages in the journal (maybe it's on me), so I was wandering around and thinking "why the heck stuff flickers". But then I found out that there're more pages, and my interest grew up. Also I couldn't make the game fullscreen, so I had to put my face against the monitor.
Anyway, I really liked the game and congrats on doing such a great job here!
Did the game have many rough edges? Yes!
Did it have empty rooms with absolutely nothing? Yes!
Did I have to retry it 5 times because I got softlocked or had to backtrack? Yes!
Did I have fun completing this puzzle nevertheless? Absolutely!
Did I get real thirsty listening to the ambient? *takes a greedy sip* Yes!
Good job on your first submission!
It was fun feeling overpowered by spamming heal/dmg left and right. But when the boars arrived, they showed who's the real boss and neither of our party could do much. Maybe it was designed this way, but I didn't figure out how to distract the boar-riders so I can safely revive the team.
Also, I wonder why you chose to ship the game this way - not via ZIP archive but 2 separate files🤔 If you made Godot web export, more people would've played the game I bet (unless you're using C# which is inevitably download-only)
Sure, I'm on Windows with Chrome. Here's my chrome://version
| Google Chrome | 138.0.7204.184 (Official Build) (64-bit) (cohort: Stable) |
| Revision | 7ea839044480a944888296dc0cccc5afb60b736c-refs/branch-heads/7204@{#2436} |
| OS | Windows 11 Version 24H2 (Build 26100.4061) |
| JavaScript | V8 13.8.258.30 |
| User Agent | Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/138.0.0.0 Safari/537.36 |
I honestly think this is a resolution issue since my monitor isn't typical 16:9 but rather 16:10 - I'm having some UI bugs in other submissions too. In my monitor settings I have 3200x2000 and 200% scaling.
It was really fun to play but IMO there was a huge difficulty spike between 1st and 2nd levels. Also the first level took me around 5 retries to crack. I'd personally pad these levels with more simple ones where you introduce gate/loop/lever/box mechanics separately, and then let them play the levels you've made. Don't get me wrong, it's a good puzzle game, it gave me some "a-ha" moments, but I believe the difficulty needs some balance.
Good work overall!
Very polished and fun to play! Very unique setting and amazing match for the jam's theme!
To be honest, at first I got frustrated by the difficulty (died like 20 times during "jumping over rift" tutorial) until I realized that I need to spin continuously and really fast. But later the game opened to me and was fun! I'd suggest letting players experience basic movement mechanic first, and only then introduce the more advanced technique of jumping.
Your team did a great job overall!
The aesthetic is top but I wish there was a quick end loop button because I often got lost even though I was sure where I was headed. Also I didn't figure out how to skip the intro.
I'm sure the game is fun but it was too time-demanding for me. Maybe I'm not the target audience, and more hardcore players will fully enjoy it!
You're 💯 right! I really wanted to make previews especially for reverse & multiplier cards (so that the next card gets drawn in a special way or like in Slay the Spire attack numbers would dynamically change on a card). I even had cards developed to support this - but alas the time ran out.
Thank you for playing and congrats on making such a fun game yourself! 👶👶👶👶🦍



