Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Really fun game with a great concept! I love that every card starts with flavor text and then updates to its real effect once you’ve played it. It captures that feeling of “I’m not sure what to do with this, but here it comes!”, and the old-school Yu-Gi-Oh and Inscryption vibes come through. The art, music and sound effects are impressive, and the variety of cards and battles is far more than I’d expect. It could work really well as a roguelike if you keep going.

A few things I noticed:

The UI needs some polish. Sometimes I couldn’t play a card unless I dragged it to just the right spot, and a few times I couldn’t play summons from my hand at all, so I never had anyone on the field to finish the battle.

The need to tribute for some summons isn’t obvious from the UI.

The effect text reads out very fast, so I missed a lot of the triggered effects. Tooltips or a log of recent actions would let players review what happened at their own pace.

Overall, a great job, and I’d love to see where you take it!

Thanks for taking the time to play! We’re so happy we got that vibe across with the game as that was really what we were trying to capture. I’m super proud of the team especially for the art and music, it really adds a lot to it. And I agree, a few people who’ve played it have said it would work as a roguelike and I’m seriously considering exploring that angle (once I’ve cleaned up the truly awful rushed code)

The UI for sure needs a makeover. I had an idea for a layout that included spell and trap card zones more akin to yugioh, and pivoted to the lane system maybe half way through but kept the old zone system resulting in it being too rigid for just four lanes. I’d completely redesign how the placing of cards and how cards understand where they are in relation to each other as a first step with taking this game forward tbh, as it’s resulted in a lot of bugs like you mention.

I’m kicking myself but yeah tributing was not explained at all, and it really should have been more than a tiny number in the corner. I’d probably give the player a pop up if you try to summon a costly card saying you need to sacrifice X monsters, that would’ve been enough.

And great idea, perhaps tightening in the screen and allowing you to pull up a log would help a lot, along with configurable speed of animations (think how the old yugioh games let you hold b to skip through phases quickly)

And thanks again for the feedback! Ever since I started game dev I really wanted to make a card game, so the great reception is very encouraging for me to take it forward into something more!