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(+1)

This was a good time!  Thanks for swinging by the stream and requesting a review!  Glad we were able to find that animation bug for you to fix as well.  Some general comments:

  1. The Volume sliders don't seem to match the initial output volumes.  The game seems to start at 100% and then snap to what the user selects
  2. The SFX volume slider (and Master Volume slider) could use some SFX feedback as the player adjusts it so that they know what the levels currently are.
  3. I love the way cards are able to combine and create new cards
  4. Possibly an additional tutorial about the Action Beads UI would be nice.  That part of the UI blends a little into the rest of the game.
  5. The Legend on the map disappears at certain times
  6. The Legend doesn't explain the rewards of an encounter
  7. It feels a little bad to get an add modifier event without having a modifier on hand.  It's not necessarily bad, but does feel that way a little.
  8. There was an instance where a card healed for 20% of damage 3, and rounded appropriately to 0.  It's the correct math, however a minimum of 1 might be good as well.
  9. The Nip card heals regardless of if the attack kills the enemy.  Wasn't able to test what happens on a Mirroring play of Nip if the enemy dies to the first attack.
  10. The enemies display their next move before the turn is fully resolved which feels somewhat odd / confusing
  11. The card Twin Strike says "the next attack" it should likely say the next card due to applying to both plays of a Mirroring Nip
  12. When an enemy has a multi attack, it's initially unclear which side is the number of attacks and which side is the amount of damage per attack
  13. The piggy bank's click box is somewhat hard to click
  14. The Fatigue tooltip reads like a debuff rather than a card

The VOD for the review is linked below, and will be available 60 days from the day of broadcast:

https://www.twitch.tv/videos/2870092300?t=0h7m12s
https://www.twitch.tv/videos/2875399165?t=1h10m4s

Thank you for playing (and doubly so for revisiting after I fixed the game breaking bug) and for detailing all of these out! I have captured almost all of these as todo tasks, but I do have a question on #7:

It feels a little bad to get an add modifier event without having a modifier on hand.  It's not necessarily bad, but does feel that way a little.

My hope/intent with this was to encourage people to plan their route on the node map based on the cards they receive, which is why the reward types show on the map. I know the reward legend was not yet implemented in the version you played, but did that come through at all? I think I need to revisit the node map overall and make more branching paths, because in its current state even if you know what you need/want, you can easily get stuck on a route which has nothing beneficial for you. 

The enemies display their next move before the turn is fully resolved which feels somewhat odd / confusing

I revisited this section where you mentioned this and I definitely see the general issue. Absolutely everything happens at once, and its really hard to follow the action and to focus on what is actually important. Currently when  you end your turn:

  1. You draw your next hand,
  2. Enemies animate their actions
  3. Enemies next intent pops up
  4. Then to further complicate things, the mice intent update as cards move to the scraps pile which causes even more confusion. 

I'm trying to figure out a way to make things clearer. I want to try moving the next intent pop up to the very end, after ALL enemies have moved. That way the flow is easier to follow. I am also going to change how the mice work, which should ease how frequently their intent updates. I am open to suggestions if you had any other particular ideas, but hopefully this will be a step in the right direction.

Thank you again for the review and write up!

(+1)

yup for #7, I think the reward legend would ease some of that friction.  I recall we talked about it a little on stream, I just wanted to make sure it was noted here.

for #10 I can see how serializing the events would take a longer time, but I think the slightly longer wait would be worth the clarity of what goes on (the player gets an animation speed slider anyways).  Resolve all the enemy events, then show new intents, then draw the hand.  I don' t think the mouse updating it's intent immediately is so bad, I'm just really bad at reading an enemy's initial buffs.

Now that the event is over, I realized that the ratings within the jam don't carry over to the main itch page. Since you have already checked it out, I would greatly appreciate a rating on itch itself if you are able!