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CanolioGames

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A member registered Nov 24, 2025 · View creator page →

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Hey! I played a bit of Purgatorio and I really like the concept!

I did have some trouble understanding the gameplay at first, though. The tutorial does a good job explaining things, but I think it could guide the player a little more during their first match.

For example, highlighting the card you should play or walking the player through a specific move could help a lot.

When I had to choose a card against the opponent, I wasn't entirely sure how the cards were being compared or why mine would win or lose.

I think a more guided first round would make the mechanics much easier to understand before letting the player figure things out on their own.

Hope this helps! Looking forward to seeing how the game develops :)

Thanks for playing and for the detailed feedback! The confusion around Spades and Clubs was especially useful to hear.

I’ve just prepared a small update that makes the tutorial clearer: they’re enemies, and playing them attacks them using Weapon × Mult. The hand tracker also now shows each poker hand’s current bonuses and how they grow at the next level.

I fixed the web trial’s language fallback too: unsupported or missing browser languages now default to English instead of Spanish.

There’s still room to make the numbers easier to understand, but I’m keeping the interface compact and improving the explanations where they’re most useful. Thanks again—it’s encouraging to hear that the single-deck design clicked with you! :D 

Ahh, that's really great to hear! I'm especially happy that things started making more sense naturally as you kept playing. That's exactly what I was hoping for with the tutorial changes.

And hahaha, the boss got you 😭 Thanks a ton for giving it another try and for taking the time to come back with feedback. It genuinely helped improve the game!

Thank you so much for playing and taking the time to write this! :)

It's really helpful to know that the enemies only clicked during your second run. I'll take another look at their size and how clearly they stand out on the table, along with the readability of some of the numbers.

And I'm really glad you enjoyed it! The browser version is actually just the tutorial and first phase, but there's a longer downloadable demo on the same page with more phases, relics and a boss if you'd like to keep playing.

Thanks again, this kind of feedback helps a lot! ❤️

(1 edit)

JAJAJ gracias por mantener la review internacional 😭

Honestly, Scoundrel was probably the biggest starting point. I loved the idea of turning a normal deck into a dungeon, and at some point I thought “what if the poker hand itself was the attack?”

Balatro was obviously another huge inspiration, especially for seeing how far you can push a simple deck of cards and still give it tons of personality.

Gracias por jugarlo entero ❤️

Thanks for the detailed feedback. It helped me see that the tutorial was moving too quickly and wasn’t clearly connecting your actions to their results.

I’ve updated it to explicitly introduce itself as a tutorial, identify Spades and Clubs as enemies, and explain what Diamonds and Hearts do. Instructions stay visible while you decide, visual highlights guide your attention, and explanations wait until the hand has finished resolving so you have time to see what happened. It also clarifies Weapon × Mult and the difference between damage and score.

Your Straight/Flush example exposed an unintuitive rule. Straights now require four or five consecutive ranks, allow an extra card without breaking the sequence, and take priority over Flush.

I’d love to hear whether the updated version makes the first attempt clearer :-)

Hi! I'm a solo developer from Chile working on MOCKED, a poker roguelite where poker hands aren't used to score points — they're how you fight.

♦ Diamonds build your weapon ♥ Hearts keep you alive ♠ Spades and ♣ Clubs are the enemies.
You choose up to five cards, form a poker hand, and that hand becomes your attack.

Enemies you don't kill stay on the table and keep pressuring your next hands, so you're constantly deciding between making a stronger poker hand and dealing with the cards that are becoming dangerous.

During a run you can also:

  • level up your poker hands;
  • collect relics that change how you build your run;
  • mutate cards;
  • create increasingly ridiculous combinations.

I've been spending a lot of time recently improving the first-time experience, combat readability and game feel, so I also added a short browser version that lets you play the tutorial + first phase without downloading anything.

The downloadable demo goes further and includes the first three phases and the first boss.

Play MOCKED: https://canoliogames.itch.io/mocked

The demo is available in English and Spanish.

It's still actively in development, so if you give it a try, I'm always happy to hear what clicked — or what didn't.

I really liked the game! Time just flew by while playing it, it has a lot of potential :-)

Hi! I tried your game and it was very fun! Here is your feedback:

I was playing on a Macbook with the trackpad in the browser.

1. On Classic it was cheap; I didn't die and my health points only went down to 180 approximately.

2. The pistol, auto-shotgun, and the rifle were the strongest (or: the rifle was the most overpowered). On the other hand, the sniper and crossbow feel meh (not unsatisfying, but the other weapons overshadow them). P.S.: Rocket feels nice, but the rifle was really overpowered.

3. The workshop was clear, although maybe the grenades feel unnecessary when you get the rocket.

4. Performance was good: no lag, no errors, etc.

For me it is a great game; maybe you can add some enemy radar as an upgrade or an anti-personnel mine to make traps in big waves. :-)

Hi! I'm developing MOCKED, a poker roguelite where poker hands are used as attacks and enemies you fail to kill stay on the bench between hands.

I've spent the last week rebuilding a lot of the first-time-player experience after getting feedback that the underlying systems were interesting, but sometimes difficult to read.

I now have a short browser version that contains the tutorial + first phase, so it can be tested without downloading anything.

I'm specifically looking for feedback on:

  • At what point did the basic combat make sense?
  • Was there anything the tutorial explained too early or too late?
  • Did you understand what Diamonds, Hearts, Spades and Clubs were doing?
  • Did any animation/effect make it harder to understand what happened?
  • Was there a moment where you started seeing a possible strategy/build?

Play in browser: https://canoliogames.itch.io/mocked

Even 10–15 minutes of first-time-player feedback would be really useful.

I'll also try to play and leave feedback on some other projects here :^)

Great game! addictive and pretty easy to understand

Thanks a lot! The tutorial is actually one of the areas I'm looking to improve for new players.
I don't have a release date locked in yet. I'm still polishing the game and gathering feedback from the demo before committing to one. I'll definitely share a clearer release window once I'm confident about it!

Muy divertida demo! me gustó bastante la historia y las animaciones de movimiento están bastante bien hechas, se siente fluido todo. El estilo 3D me recordó bastante a los juegos de la PS1, espero seguir viendo avances! sigue así!