[v0.1.0 beta]
(note: it seems 0.1.0 is slightly different, having been made into a side-scrolling (though you only walk to next enemy / event) card battler in GODOT, the review still applies.)
Game dev is allergic to game balancing, simple instructions, consistent mechanics and progress that isn't just visual (or corruptive).
(note: it seems 0.1.0 is slightly different, having been made into a side-scrolling (though you only walk to next enemy / event) card battler in GODOT, the review still applies.)
Game dev is allergic to game balancing, simple instructions, consistent mechanics and progress that isn't just visual (or corruptive).
- Game balance: terrible.
Chance events, everything is a trade-off, overpowered enemies that (hopefully a bug. not design) don't use their own energy, cards not in starting deck provide less value. - Simple instructions: wrong.
Why choose simple "boosts attack" or "more draw" when you can have convoluted, multiple values for that.
Then there's meta-game TF element values from cards. - Consitent mechanics: quite the opposite.
The cards you have can (basically) randomly transform, changing their values, effects, the possible changes aren't shown until they happen. - Progress: trade-offs only.
Already described changing your cards or equipment for alternatives that aren't actually better. Only body parts change and even that is random (maybe indirectly tied to the TF bar or enemy attacks)