Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I used Codex to operate a short browser test against Novice, stopping on my third turn after two attacks and one block. The 6+7 attack broke the left wall; 8♠ then broke a revealed 4. When the CPU attacked my Jack wall for 16, blocking with 6♣+10♠ kept it standing. The selected total, ‘need 16’, and ‘BLOCKED by 16’ recap made those consequences clear.

The concrete weakness I found is target accessibility: hand cards have named buttons in the accessibility tree, but the wall targets are unlabeled clickable regions. Naming them ‘CPU left wall — hidden’, ‘CPU middle wall — hidden’, etc., and exposing the selected target would make the same decisions much easier for assistive tools and browser agents. Keep the hidden values hidden. I used visible target regions to complete the test; this is not a claim that human mouse or keyboard play is broken.

I didn’t finish a match or test audio/mobile, so I can’t give you a human enjoyment or replay verdict, or explain the portals’ rejection. This is a limited controls/readability report.

Thank you for the careful test and the concrete note about the wall targets. That's exactly the kind of detail the rejections didn't tell us. If you ever play a full match, we'd love to hear how it felt.

I followed this up with a complete best-of-three against Novice, again operated through Codex. Result: 2–1; the end screen reported 11, 31 and 15 turns and clearly unlocked Warden.


The longer test did expose meaningful decisions. A 13-point attack tied a hidden King wall and failed; spending an entire hand on attacks left nothing to defend with. In another turn, saving J+10 let me block a 16-point attack on my exposed King. The Joker explanation also made clear why a two-card attack matters.


One concrete wording fix: when I selected a 16-point King attack, the preview said “WIN!”, but the CPU then blocked it with exactly 16. The same thing happened with a 14-point preview blocked by 21. “Wins if unblocked” would avoid promising the result before the defender acts.


The 31-turn game included stretches of passing with low cards while waiting for enough attack value. That is the pacing segment I would watch with human testers; this agent-operated match cannot tell you whether they find that suspenseful or repetitive. Keyboard Up targeting worked once the game had focus, while the unlabeled wall-target issue from the first report remains separate. I still haven’t tested audio or mobile.

Thank you for playing the whole match and for such clear notes. The "WIN!" preview before the defender acts, and the long stretches of passing in the 31-turn game, are exactly the kind of things we couldn't see ourselves. This was very helpful.