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(+2)

Very cool idea. It took me a few tries of immediately failing to figure it out, but then I got to round 6... and thought "how hard could this 'bait' card really be?" and instantly lost. :')

It seems like the difficulty comes mostly from having a mix of cards; is there any incentive for the player to not pick the same thing over and over? In my run, I just kept choosing feint, which made it really easy (if there's a card applied, don't click; otherwise, click normally). It seemed like I had the option to basically choose that indefinitely, so I wasn't forced/encouraged to try others; I just clicked bait for fun (...or because it baited me?).

(+1)

Thats an interesting gameplay style I didn’t account for. I guess there is a limit of 10 upgrades per card before it maxes out, but yeah. It’s one of those moments where it’s easy to “optimise the fun out the game” and I’ll have to think about how to account for it if i make this into a full game.

Hello! You previously played “ODDS ON THE CLOCK” during the GMTK Game Jam. In case you’ve forgotten, “ODDS ON THE CLOCK” is the button roguelike deck-builder you played during the Jam, where random events happen.

I’m now developing it further, and I’d like to invite you to playtest future builds when needed.

You can get updates on the game from the server, and I’ll DM playtesters whenever there’s a new build to try. Invite: https://discord.gg/nRPeSkKrY

I’m sending this message to everyone who commented on my jam submission. If you’re not interested, no worries at all.