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kligunov-id

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A member registered Mar 18, 2025

Creator of

Recent community posts

(3 edits)

Thanks for your feedback! Yeah, pumping up one slice is hilarious! There are some other satisfying ways to break the game though...

As for action feedback, we will be working on it for sure, seems to be one of the most requested things

Extreme amounts of polish, amazing art style and good music. Excellent SFX and animations (apart from the encounter rolls, they are too slow indeed), they are subtle yet significant, and generally speaking are a head above other jam entries. The UI felt so smooth that at times I forgot it wasn't butter. Very impressive considering how much work that is for a single dev to pull off on a tight game jam time budget.


Overall game design was nice and played with the theme well, but some choices felt weird and balance is far off. Contrary to what you might expect (and tooltip color suggests), you are much better of staying in place to gear up on relics since combat encounters are not scary at all. This is sad not just balance-wise, but also because it incentivizes the most boring gameplay style, taking away from the core dynamic concept. I didn't abuse this since I didn't want to drag the game out, and still the final battle was extremely one-sided, the poor guardian couldn't even get a swing in while I got to do everything - pile up heaps of armor, have heal, stack up hit chances and dish out damage. Like some other mentioned, the choice to get extra combat actions didn't feel impactful at all since you have only 2 actions per turn anyway. In our game we (kinda) got around by not offering actions that you already had and instead giving you more powerful ones, sometimes playstyle-defining ones. We also had the option to preselect actions for the wheel, both to give player more control (we wanted that, but this is not the reason you would want to include that in this particular game) and to make this mechanic of gathering a deck of actions more viable, since you will actually get the chance to use more of your new and powerful actions or pick more situational ones. There are other downsides to this mechanic of getting more actions in our game as well, and we didn't sort the balance out either, but at least these are some things that could be done in your game as well.

Overall, quite a stellar game jam entry. Wish it had some replayability and more balance so I could play more of it!

(1 edit)

Wanted to add quickly that letting the player manage enemy actions turned out to be a great solution (proposed by our dear lead dev MrDragonlol) to the problem of designing enemy AI, which is a notoriously hard thing

We do want to expand on that! Thanks for the review!