If it’s a card you should be targeting to an enemy, I noticed the issue myself. I somehow made the hitbox kinda small. Try aiming it towards the center of the enemy’s picture. Some cards do not need a specific target (like the Continue and Guard cards) and you can drop them anywhere in the top part of the screen. Also take a look at the mana costo of the card and your available mana in the top left. I’m aware it’s kinda bothersome to have to double check, I’ll definitely be highlighting the playable cards in future. I hope you’re still having fun with the game :)
Dodo's Hen
Creator of
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Thank you for playing and enjoying the game! Yes, as you mentioned the way stuff scales in the shop is kinda broken. I didn’t have time to test it through and think of ways to limit the scaling, so the price goes up linearly while the effect is exponential. It felt alright in fairly short tests but I do realize it scales out of control.
At the moment I’m working on a big update on my main game Drain the Sire, when I’m done with that update I think I’ll come back and give some love to this one too :)
Apart from the game mechanics themselves, I also have visual improvements (the character art at the moment Is only in flat colors, I want to give her proper shading) and I’ll add the final stage with a twist in the progression. Stick around if you wanna see it!
Thank you!
I am working on updates. Sadly, the next version won’t bring an ending yet, but it’s coming with finally a way to spend the gold :D
I promise an ending will come too, probably a few more versions down the line. I mean to introduce boss encounters (basically, more difficult enemies with somewhat more complex mechanics) but those require some extra work on the logic. I’m laying down the foundations for that in the next updates. The ending, of course, will be a boss to beat.
Yeah I didn’t quite have the time to balance the difficulty properly before submission. If you still enjoyed the game or at least its idea, keep an eye on it! Someday I’ll get back to it and fix the balance. There are also a few extra fatures and an extra scene that I mean to add, and also add some shading to the pictures.
Thank you for the feedback and interest!
Yes, it’s in a rough state, I didn’t have enough time to play with the variables and strike a better difficulty balance.
Also, no, for now there is no real win state. I had plans to add one last stage with an extra requirement to get to the real win, but I couldn’t make it in time. It’s my very first time trying a jam and I also already know I’m not good at estimating times :D
If it gets enough interest I’ll definitely update it soon. (I’ll still update it at some point, but I have another game to work on, so…)
First of all, thank you for the feedback! It’s great to know you are trying and enjoying my game :) and even better that you actually took time to write about it. While I don’t have all the answers, I’ll try to address your comments.
I understand that the game right now might feel too random, and that is because I have a vision for how I want it to be but it takes time to build up to that. I will definitely change the logic that creates the encounter list and options. At the moment, I have way too few enemies, and a ton of other mechanics that still need to be fleshed out, so I settled for a temporary solution. The game is simply picking randomly in the pool of all possible enemies. Once I have enough enemies, and I implemented some other types of activities (shop, special events, bosses to name a few) I’ll definitely remake that logic to have a more purposeful sense of progression in the encounters.
About some cards being strictly better than others, that is also something I still didn’t flesh out. I’m imagining to have a bunch of different characters and each of them starts with a different basic deck that specializes in one type of action: hands, mouth etc., even straight up damage. So, some of the weak cards you see in other action types will become part of the starter deck of other characters.
The last part about the starting deck being weak, I guess I already addressed with the previous answers. Clients won’t be usually that strong early on, and you will be able to pick a character that more closely fits the kind of gameplay you want to go for.
Again, thank you for the feedback. I’d be happy to hear more if you have other comments or suggestions!
It’s my first time developing a game (been working as dev for 10 years but never had to do with graphics before 🤣) so I guess some bumps are to be expected.
Thank you really for your feedback, I’ll test it some more and do my best to make the next update better!
Do you happen to remember which graphics disappeared by the way? I’ve never noticed that myself.

