FoonLudum Dare ExplorerLD47 → The Curse of Cattenburg

The Curse of Cattenburg

By honest-dan, brainoid, spacey3d and lexbaronis

View on ldjam.com

CategoryRankScoreCount
Overall124.3981
Fun914.0781
Innovation544.2081
Theme3653.9981
Graphics34.8281
Audio214.4477
Humor1833.7577
Mood704.2680

Comments

happygamer500 2020-10-05 23:19

Looks cool but got the message: Fatal error when I pressed start.

federico-giorgi 2020-10-05 23:36

It crashed when I try to play :(

honest-dan 2020-10-06 00:25

**NOTE TO ALL FROM THE DEVELOPER** - The game currently crashes on launch. We would appreciate if you come back and try it again, hopefully we can get a build up tomorrow night after work <3 Thanks for understand!

@happygamer500 and @federico-giorgi I'd love if you can revisit tomorrow night when hopefully we have been able to fix the build. We'd love even more for you to then re-rate the game once you've played. I'm not sure what you can rate if the game is crashing on launch :(

teshimoto 2020-10-06 01:33

We believe in you

crazi456 2020-10-06 04:07

Aw, I was looking forward to playing this

crazybot 2020-10-06 08:31

The art is amazing, can't wait to play it when it's fixed!

kornel 2020-10-06 17:04

The are and polish are amazing!

crazybot 2020-10-06 18:57

Just played it all the way through, what an incredible game, the art (obviously), the incredibly smooth animations/programming and of course the music!

I thought my game was pretty good but this, wow :)

The only thing that I could say that is even remotely negative is that it felt too short and especially too easy... I completed it first time and because of this I felt like I completed it before I even completely got to know all the mechanics and that just feels like a shame, maybe I was just lucky that I got the boss fight so early? Idk..

but overall an amazing game, I just wanted a little more challenge so I really had to learn some tactics :smiley:

honest-dan 2020-10-06 19:02

Thanks @crazybot - it is difficult to balance these things. The finding of the relics is pretty RNG with their spawn rate + your chance to land on them. The enemies get harder the longer you play too, to match your ability to level up your characters.

@crazi456 @teshimoto @federico-giorgi @happygamer500 the game should be working now. Please report if it crashes again!

prostone 2020-10-06 19:31

Wow, this is incredible game, I love card games and RPGs so this was right up my alley. I would even play a full fledged game with this mechanic. Animations were smooth, music fit really well and I adore the artstyle. I could't use warrior special for some reason, but other character special worked properly. I was most likely lucky as well since I arrived to the boss just in the second loop, but it was a pretty hard battle when he one-shotted my bard on the first turn :D Great game!

roidz 2020-10-06 19:50

This is a great, fun game to play. The fact that this is a gamejam game made over 3 days only makes it more impressing! I love this and hope for a full release with more content later so i can come back to this. I love the artwork and the music fits perfectly too.

thebooksnail 2020-10-06 21:09

I went in without reading any instructions like a true gamer. Everything was intuitive and I could figure out almost everything just playing. The one thing I didn't catch is the card memory aspect and rows moving down. I assumed it was a re-shuffle each turn. When playing I couldn't wait to get around the board to get a new character! The art was amazing! I'm looking forward to playing it some more because I want to see the other characters and beat Möbius Rat!

crazi456 2020-10-06 21:39

Love the artwork!Hoping you develop it further. I got a crash when i clicked roll die too fast after landing on a spot.

wujood 2020-10-06 22:13

This is the best game i have seen so far! Excellent job!

almost 2020-10-07 01:09

The art and visual polish were great! The gameplay was a bit repetitive/simple though, and some animations seemed to play slowly which meant a lot of time waiting. I found the warrior's attack and mage's action points to be pretty effective. Most of the time I am just using reveals to find attacks and specials (using the warriors special) I also found that there was no reward for beating enemies, so I ran from every fight, but it still took a while to collect the relics. I did manage to win! and I suppose my thief was close to dying, but mage and warrior were healthy.

mrtroy 2020-10-07 02:58

I was having a great time with this game. I really really love it! :D

crazybot 2020-10-07 09:39

Damn, was the appendix there yesterday? Didn't know there were so many cards, I'm gonna have to play it again now

honest-dan 2020-10-07 10:00

@almost thanks for the feedback! Really valuable. There's a lot of balancing we'd love to do, and we plan on stripping out the card game in isolation to work out the best way to make the board choices more interesting. At the moment, things like Truestrike or Special are almost always the right thing to do - you're right. We also made the enemies really easy before release, which impacted things. More on that below:

**Regarding the difficulty / balancing** - We made the decision to set the difficulty low. This is something Brainoid and I both would prefer not to do with our games, but for the sake of the jam where people are often giving a game 5-10 minutes, we felt that giving the majority of players a chance to experience the game from start to finish was the right call. If you want to experience the game at a harder difficulty, the enemies you face get more difficult based on the rolls. I believe if you get somewhere above 30 rolls you should start coming across the most difficult packs. The "win" condition of the game is heavily RNG influenced too, which impacts the difficulty of the game - which isn't ideal. We have talked about scaling the probability of mobius tiles based on how many rolls you've had, but again - it extends the time it takes to play through the game.

We wanted levelling up to be related to combat, but unfortunately - it was outside of the scope of the jam so we had to stick with the basic implementation of a board tile rewarding you with a stat upgrade.

kpedatte 2020-10-07 10:15

Wow that's amazing for a game made in 72h. It's really really great

gamesplusjames 2020-10-07 10:55

That was really great stuff! I'm not normally big into card games, but I really enjoyed this and I could definitely see the core card game being expanded out and used in something else. I thought the difficulty felt good for me as there was a couple of times it felt like I was going to lose as my characters died but I somehow managed to defeat Mobius :)

Obviously the art was fantastic, and I really enjoyed all the music & dialogue too!

My only minor confusion was the action points I was able to use as the amount changed a few times and it wasn't clear to me why it changed, but it did add an interesting extra challenge when I was more constrained.

But overall this was a fantastic entry, great work to the team!

davision 2020-10-07 10:57

This is amazing for 72h! Somehow I managed to die on my first fight and before that I made a whole loop without any fight. I think the problem was that I realized too late that placing a character is also a action and that the enemies instant killed my mage.

honest-dan 2020-10-07 11:50

@davision thanks for your feedback! The art, music and scene set up helped give polish that we too are not used to achieving in a game jam - we're very pleased with it! A fair point about what costs actions and what doesn't, wish we could have explained it better.

Thats a shame about the first fight! The mage is indeed a glass cannon, and if the rats go first and both attack your mage and get a crit... then yes - poor mage will die! The balance is a little tricky, something we'd like to address in the future. For the jam, we were focused on getting it as "quick" and "playable" as we could, meaning low hp pools and ability to skip fights so you can try and complete the game without taking half hour!

@gamesplusjames thanks for the feedback! I'm glad you lifted the Curse of Cattenburg!!! We would have loved to have made a tutorial.. but yeah... TIME! So Action Points == The highest wisdom stat in your party. So if your mage who has 5 wisdom died, it would then use your warriors wisdom of 3 at the start of next turn. It is what makes classes like the bard valuable - they give you more information on the board / actions, despite only doing 2 damage.

gamesplusjames 2020-10-07 12:52

@honest-dan ah, so the problem was just me not paying enough attention :D That makes perfect sense :)

federico-giorgi 2020-10-07 16:11

It's still crashes sometimes :( But the I little I tried it was fantastic. Nice graphics and designs and very nice gameplay, I love it

karin-g 2020-10-07 16:21

The game crashed but it was really fun! Really good job :D

bakemonomori 2020-10-07 16:28

I finished it! really great! Awesome graphics, cute characters, nice story and great voiceover. But the combat mechanic became a little mechanic after the first one...

honest-dan 2020-10-07 17:05

Thanks for feedback! Sorry to hear about the crashes, were they just "Fatal Error" ones?

Shame the combat felt that way for you @bakemonomori - if you want to be more specific - we're looking for feedback to try and improve the card game element further!

roikku 2020-10-07 17:48

Looking forward to watching this being developed further! Very nice! :)

dotsquare 2020-10-07 21:47

Super polished game, congrats !! I love the art style, and the feedback is good. Great job 👏

shelvid 2020-10-07 21:53

A really insanely polished game and an interesting approach to a card game formula. Very impressive job considering this was made in 3 days! The instructions were long though lol

jimbly 2020-10-08 00:34

Fantastic art, really loved the style!

I just played a game, my encounters were 1 set of rats, then 3 relic bits, and the boss quickly destroyed me. However, upon my death it said "Mobius was defeated", so, yay? =) Maybe that's a bug.

Tried another game, and got into a fight with the boss again, my one remaining character had 8 or more hp, Mobius had 12, he activated the Special card, and then it went to the "you win" screen again (not sure if mobius somehow did more than the expected 6 damage and this was a wrong win screen, or if his special actually kills himself, explaining the previous playthrough as well..)

Fun, though, while it lasted!

honest-dan 2020-10-08 00:42

Oh dear @jimbly - it seems you encountered some bad luck and indeed ending based bugs! Sorry about that! So in that second game - mobius may have crit you on his special. his special is 50% damage (that would be 4 of 8) then the crit doubles the damage - so that would be 8 :( The getting to the end by chance is a bit frustrating, perhaps we should have made it so once you collect all 3 you get to choose to summon mobius when you're next at the town. Appreciate you sharing your playing experience!

jimbly 2020-10-08 01:04

Ah, yeah, a crit would explain it, that's probably what happened!

I did find the overworld game very unsatisfying - battles were just a drain on hp, and I only made it around the loop once in my two playthroughs. If battles gave some risk/reward choices (or just some loot/stat bonus for winning) I think that'd help a lot. Definitely being forced into the boss fight early isn't fun, I like the idea of being able to summon him when you're next at town. Enjoyed playing the card game part a bit, though often felt I didn't have much of a choice to make.

outfrost 2020-10-08 04:31

Legendary! I can't get enough of this game :grin:

I did a playthrough on Twitch! https://www.twitch.tv/videos/763967602 (unfortunately didn't get to listen to game sound, as I was running through Proton and it didn't seem to like something)

mateusboga 2020-10-08 12:12

Really cool game! I thought the mechanic of revealing and selecting cards was interesting and novel (at least I haven't seen it yet in other games) However it crashed at some point when I tried to ambush a pack of rats lol. Lovely graphics too! This is unreal engine, or just using some kind of source code?

honest-dan 2020-10-08 12:33

@mateusboga we are working on identifying the cause of that crash :( thanks for reporting it. We worked in Unreal Engine 4 - it turned out really great visually we are very proud of it!

The revealing and selecting mechanic was original to us too, we are currently going to explore if it has enough depth to make it worth expanding further :) Thanks for playing!

los 2020-10-08 16:57

A really impressive game given it was made by just 4 of you! Loved the graphics and music :notes:

cargamoni 2020-10-08 17:32

Its quite fun game thanks !!

johnsensei 2020-10-08 21:24

Found this through Twitch but I'm on a Mac and can't play it unfortunately. Very ambitious to make a card game of this scale for Ludum Dare. The screenshots look great. Well done.

peace-of-cake-games 2020-10-09 04:21

Wow! This is great! It does run a bit slow on my PC, but that's my CPU's fault. Maybe if it was on something with high-power CPU and GPU, say, an Xbox One, it would run faster. (hint hint)(I'd love to have an extended version of this on my Xbox One!)

outfrost 2020-10-09 05:44

Speaking of platforms, yesterday I thought to myself I would've liked to have this game on my Android phone to play on the can xD

But I would definitely prioritise Linux and macOS builds first, since in Unreal those should be possible to make with quite little effort I think, and the game is already coded for desktops.

justcamh 2020-10-09 16:03

Now that I'm offstream, I tried again, and it worked better! So I've left a rating now. Here's the vod if you wanna rewatch it; https://www.twitch.tv/videos/765076622

brainoid 2020-10-09 16:07

@justcamh Thanks a lot for your patience :) I was surprised you spent that much time with something that slow in the first place. Also, thanks for giving it another try offstream.

rhewid 2020-10-09 18:26

The graphics in this game are awesome, cards are really well done and have good readability. Very interesting game loop with the memory cards and placing your heroes onto them. Enjoyed this entry very much. Great job.

rebecca-harrison 2020-10-09 20:29

Absolutely fantastic! Well balanced and super polished :) You guys did a great job

javasaurus 2020-10-09 22:38

You guys are legendary. This game is just finished in every aspect of a jam scope, I literally have no negative comments other than I expect you guys to turn this into a full blown RPG ;) The memory-card aspect is brilliant and fits the game loop perfectly ! Well done guys. I know I say this every LD, but this is a winner ;)

peachtreeoath 2020-10-10 07:12

Very very interesting design choices here. You're bold designers! I'll see what I can breakdown.

First off, probably the highlight of the game for me was reaching Go and being able to get another party member. It completed the entire looping experience and gave me a goal to continually try to reach. I REALLY like the entire board game meta. In a world full of short experiences pieced together by a Slay the Spire-like overworld, I'm glad you tried something different here.

As for the card game itself, my first impression from reading the directions and looking at the screenshot was that it reminded me of Karuta. I'm glad the memorization wasn't THAT taxing though. The memory aspect is a crazy twist to the genre with a lot of potential. I don't think it came into a play as much as it could have. As in, if the cards didn't flip back down after a reveal, it wouldn't have made too much difference for me as there weren't a ton of things to memorize. Perhaps some variants where you could play risk/reward and reveal a bunch of cards, at the cost of taxing the player's irl memory.

The waterfall movement of the cards was another unique mechanic you brought in. I indeed liked the strategy of choosing whether or not to give away the card reveal or not. It was reminiscent of Slay the Spire to me where I would carefully map out a combo to make sure I didn't take any unnecessary hits.

One of the things that impressed me the most was that you were able to mimic the card movement that you see in Hearthstone, I'm very surprised at that. I feel like that's take me a bit too long to implement to get it to feel right, but you got all the right hoverspeeds and angles correct!

Overall I'm a big fan of innovation in games and I'm really happy to see such a bold entry into the card game world. There's a lot going on but it all seems to work together somehow. Looking forward to seeing how you add more things to the game since like some said, it can feel straightforward at times with lighter decisionmaking.

guilloteam 2020-10-10 07:42

I feel like I would totally play a fully developped game like this one. This is brillant !

coderaurus 2020-10-10 10:59

Amazing. I really loved everything: the graphics, the music, gameplay... Just wow.

I was bit upset that Mobius' special ability one-shot my mage, but I didn't realize crit was applicable to specials as well. Made him even more dangerous, for sure. Speaking of, perhaps the crit should be more clearly indicated. I feel it could go unnoticed unless you're fully focused.

honest-dan 2020-10-10 11:11

Thats some fair and accurate feedback Code - when I was implementing them I had a function where I could pass "CanAttackCrit" and.. it just felt like it needed some deeper design thought so it feel consistent. Should all special be unable to crit perhaps? or should the card specify if something cannot crit. An alternative thing I've considered too is to reduce the crit damage to 1.5 instead of 2. Really appreciate the feedback <3

idan-rooze 2020-10-10 11:38

Hi Dan! I really enjoyed the game, although I didn't manage to win yet after playing for about an hour or so!

The production values are absolutely amazing for a LD game, so well done on that regard. The art is gorgeous and the gameplay is smooth. I'm really looking forward to where you're going to take this one.

Gameplay: I feel like there is some potential there, although I'm not sure I like the memorization + RNG combo all that much. I would focus on finding a way to make decisions matter more. Generally there are many options + variables, some of which I care for less than others. I would say find maybe look for some inspiration in other modern board games and see how they solve these issues.

UI/UX: - I wish the cursor and the card were aligned, it is difficult to use cards on the ones I want. - The battles would go a little quicker, but on the other hand I keep missing on important information like what my enemies were doing. - It took me way too much to understand that the ability that covers a card also returns an AP. - I keep forgetting what the max HP of my characters are, maybe this should be added. - I think the hierarchy of character stats isn't represented correctly right now. The most important information is the attack value and the HP. I'm not entirely sure how dodge + wisdom(?) actually work, and so I wasn't really paying attention to those. - Sometimes I managed to hit more than one character with an attack card, not sure if it was a bug or the reason was not communicated well enough.

Graphics: - The motion blur is off the charts on this one, I think it could have been much lighter.

Bugs: - I could keep rolling the die even after entering a battle. - At some point one of my character cards started hovering and effectively covering the other cards. I think the character died while I was hovering on it and the animation didn't stop. It got stuck in that state for the rest of the game unfortunately.

I wrote all of this because I see some potential here, Good luck!

honest-dan 2020-10-10 11:58

@idan-rooze this is the exact sort of feedback we love to have! Thanks for the effort and time you put into giving the feedback - it means a lot to us!

arscene 2020-10-10 12:11

This is one of the best entry I have played so far, congrats !

You did a pretty good job for the audio, it suits the gameplay really well. Visually speaking it is stunning. And you created so many things in such short notice.

I don't think that it is a good idea to be able to dodge / escape fights. The best aspect of your game is the fighting, you should encourage the players to fight. If you think about your goal in the game then you don't really want to fight if you have a choice.

I would suggest to make the fight mandatory and change the type of the tile once you character leaves it.

I did not quite understood what the different stats meant for the characters: WISDOM and LUCK. It does not seem to have any impact.

There are some bugs here and there and you could add some visual / audio feedbacks (when you don't have any action point for instance), but hey ! It is an awesome entry !

honest-dan 2020-10-10 14:13

@arscene Thanks for the feedback! Great points there. I'll address some of your points: - We agree about escaping. Initially there should have been a reward for fighting, but time meant our design had to work around that. Secondly, we wanted players (LD players, this is - who give a game 5-10 mins usually) to experience the whole game so decided that skipping battle could help people rush for the end boss fight. Ideally, it wouldn't be like that - if this were not a jam game! - The tile all change when you get back to town, but the tile changing when landing on it is a decent idea we will think about - Stats would have been explained if we had time for a tutorial... welp. Wisdom = the highest wisdom stat in your party will be used to determine how many actions points you have per turn. Luck = Adds to dodge and crit chance.

Thanks again, really appreciate it!

jvdwijk 2020-10-11 00:02

This was really well done and a lot work for 3 days! The art was amazing and was very fun to play. Maybe add info when you hover over the stats in the card game to show what it does.

ubershmekel 2020-10-11 08:26

Everything visual about this game was beautiful, I can't believe you drew so much art for this game in such a short time. The spell mechanics were interesting, but somehow fell flat as far as strategic depth. The biggest problem I have with this game is that none of my actions actually felt rewarding, it was almost like an aimless walk around the board. When I say rewards - there are many things you could consider - a currency, a sound effect, a particle effect, an item, an upgrade, pretty much any thing of consequence would level up the experience and give it more meaning.

The audio was good, and set the right mood, and the although there were a few bugs with dragging cards around, there was nothing game breaking. Just a bit more practical game design, and investment in the results of the interactions would go a long way. This is a pretty promising entry, I believe you'll do well in the competition and I look forward to seeing a more polished card game here. Thank you for the game.

kirill-nepomnyaschiy 2020-10-11 12:02

Haven't even played this but watched the stream an still can't beleive how amazing the quality of this game is, considering it was just made by 2 programmers and an artist in 3 days on Unreal Engine. You guys are monsters :)

fabula-rasa 2020-10-11 12:08

Beautiful game, great art and animations all around! Really impressive. 6/5

But the performance on my laptop (didn't try on my main PC) was sadly very bad. And I mean it runs worse than "Deus Ex: Mankind Divided" does on my laptop :laughing: Often I felt like in a slide show. Luckily, I am a patient person, so I was patiently waiting :smile:

I didn't like the Monopoly-like mechanic of roll a die and move where it says. It's a mechanic I always disliked, as it gives the player exactly zero agency and hence it feels more like the game is playing me than I am playing the game. This feeling of no agency is sadly compounded by some other game design choices: - It feels like there is no incentive to fight at all (at least I saw no rewards pop up; but maybe that was just my luck?); - Other events, except for finding relics of course, also seem to yield little to no effects; hence making me feel like nothing really happened; - Sometimes the game gives too little feedback, I think. For example, I met a wizard, was allowed to choose a character that would interact with him, and told that the success will depend on Luck. Great. So I send in my wizard in. Game focuses on my wizard card, highlights his Luck attribute and.... nothing. I get no message of success or failure, no message of reward or punishment. Just nothing happened. Making me again feel like I am doing nothing yet again.

On the other hand, the fighting card game has some very nice ideas and it can be quite fun! I enjoyed the memory element of it and potential strategic use of cards you revealed earlier. I'm not sure about those very target-specific cards (attack/defend P1, E2 and so on) - as with a little bit of ill luck in revealing you can end up with a turn that does exactly nothing. But that's a nitpick really. The card game really does have a solid base gameplay. Good job here!

I experienced some strange behavior in the card game, that I thought you may want to hear about. Might have been bugs, but might have just been a result awful performance. I had problems placing my wizard on cards (he wasn't stunned or anything) - he just often refused to "stick" and just went back to his starting position. I also sometimes revealed cards that refused to be intractable at all (didn't highlight), which - funnily enough - I managed to fix each time by just alt-tabbing out and back into the game.

I wrote an essay, I see :laughing: But hopefully you will get some useful feedback out of it! I think you did some titanic and really impressive job here.

honest-dan 2020-10-11 12:13

@fabula-rasa did you try the "graphics settings" version? this will let you change quality settings to potato and may make a big difference to frame rate

fabula-rasa 2020-10-11 12:17

@honest-dan Hahahaha. No, I didn't, as I thought that graphics settings version is post-jam. I'll try now and see how my potato fairs!

EDIT: Yes! The "graphics settings" version allows for running the game smoothly even on a potato. Very nice :smile:

honest-dan 2020-10-11 12:19

Very useful feedback thanks @fabula-rasa: You'll be pleased to hear we agree with you about it! The lack of incentive to fight, was not the design but more the limitation of time. The monopoly board mechanic was more to satisfy the gamejam and didn't particularly give us an ideal way to "traverse options" for your party. There was a lack of feedback on winning fights, completing events, and more - which we would certainly put time into if we were to develop this further. The E/P 1/2/3 cards we are trying to redesign and are open to suggestion. We want them to be specific such that it can feed into the potential strategy of attack order and educated gambles etc. However, we think its too unclear. Our current next iteration would be to change them to separate cards: attack 1/2/3 and defend 1/2/3 that can be used the same way by both teams. In addition to this, if there is no E or P 3 remaining, we remove any attack/defend 3 cards from the deck. Thanks again for your experiences, means a lot!

fabula-rasa 2020-10-11 12:29

@honest-dan I think that is a very good change - eliminating the E/P separation and just limiting the targeted cards to position. Will definitely eliminate potential frustration of revealing only P cards and feeling impotent as a result, while still retaining the strategic possibilities of targeted cards.

michaelaranda 2020-10-11 14:46

I'm very impressed with the card mechanics! Very unique! And the art was... *chefs' kiss*

elysiagriffin 2020-10-11 21:21

HI SPACEY, BRAIN, & DAN! :heart: Thanks for submitting your game for me to play on my livestream!

If you’d like to rewatch the playthrough, you can find it here:

https://www.twitch.tv/videos/767505473?t=5h00m08s

Good luck on your ratings! :D

💜 Elysia Griffin AKA Button Feedback Lady

https://www.twitch.tv/elysiagriffin"

ursagames 2020-10-12 01:33

Your game was played on my stream ( https://www.twitch.tv/ursagames/videos ) on 10/11. Thank you for sharing your game with us! You can find the timestamp of when your game was played here: https://tinyurl.com/yy4oycvv

oneiromancer 2020-10-12 16:28

The game looks gorgeous, and is fun to play when you understand the mechanics!

But, and this is a big but for me, those mechanics are communicated really really poorly. I tried to jump into it and just figure it out as I go. I got my butt handed to me. I restarted and read the info on this page. Still couldn't do anything in fights. It took me yet another restart to realize that you spend your action points both on revealing slot cards and dropping your characters on them.

Obviously, it's a jam, will be polished in future, blah blah blah, but I still think that kind of UX stuff is really important and, especially in a game as heavy with mechanics as this, you should use any trick up your sleeve to communicate those mechanics.

hadi-danial 2020-10-12 19:48

Ha! I really liked this one! I don't usually play card games but this was pretty fun!

I managed to get around the map a few times before I died after I got the hang of it.

I had a bug in one run where my (dead) second stayed enlarged as if selected.

Oh, the last run I ended up with only the tank alive, only 2 action points, rarely got the chance to attack, while the enemy had 5 and 3 cards left. No way I could've won that one.

honest-dan 2020-10-13 00:14

@oneiromancer fair comments. we decided to push for content and get the game flowing, rather than get the tutorial in. I was pushing for us to skip the board game part - and just do the card game and really polish it with a tutorial. but it would have lacked the loop and theme. We tried putting the pictures together, but yeah - we shouldn't expect people to read through an essay of pictures and description! Appreciate you giving it the time to play it three times regardless!

@hadi-danial Ah yeah bit difficult with just tank left, fair point. It almost feels like we need to find a way to gamble in that sort of situation.. Like sacrifice half your health for 1 AP or something.

2020-10-13 01:07

Interesting game with a dice chucking mechanic. Took a couple of rounds to figure out what I was supposed to do. Once got the hang of it the game was over. Overall Great job!

kaldrin 2020-10-13 14:13

This is quite incredible, the games looks finished, what an amazing job you did there :o Even if it all felt too luck based (I lost my 2 runs...), I loved it, the board game concept, how polished it was, the animations, the art, the audio, the lore with cats and rats, and the combat system is so cool and innovative! You guys know how to make games that's for sure, you have my congratulations!

simplepotential 2020-10-13 20:32

Wow, that's an incredible amount of work for a jam. Art is fantastic and so is the game. Well done!

omiya-games 2020-10-18 22:09

There's an astonishing amount of polish in the presentation of the game. Despite the poor performance we've dealt with during our livestream, I genuinely enjoyed the card-based combat. Perhaps it was due to luck, but despite accidentally skipping over the tutorial, having the enemies attack first really helped my understand how to play. For the most part, the descriptions on each card was informative, and helped me learn the mechanics pretty well. The easy difficulty setting was...easy, but I can see it being nail-biting in its stat and resource balancing for the player.

Parts I had difficulties include not knowing what all the possible cards were on the board. This made it hard for me to judge whether it was a good idea to use support cards or not. The P and E cards were not obvious to me how defense or attack targets work; this could potentially be because I was running the game on its lowest setting, and made the card descriptions nigh unreadable.

Additionally, I thought the board game part was the weakest mechanic in the game. It felt incredibly random, and gave little control to the player. This is in stark contrast to the battle, where there are a lot of careful decisions one could make, with their own risks involved. It would be nice to see either branching paths, or a power-up like system to adjust how many spaces the player can move.

https://youtu.be/6mjxeFKXq_8?t=3080

deviantdear 2020-10-20 01:52

Such an excellent game! I went back and played it multiple times! I did a full playthrough on my stream when I realized better what I was doing! Looking forward to seeing what the future holds for this one <3 https://www.twitch.tv/videos/775840749

dimini-inc 2020-10-22 20:52

Great game! Amazing effort in visuals and sound (it's a pity that it seems like it is not possible to download OST thought, as I had really liked it). I don't often try non-WebGL games, but that game was definetely worth it.

coleslaughter 2020-10-25 22:17

[Behold the hour-long epic that was our run](https://www.twitch.tv/videos/780628065?t=02h13m47s)

Super glad I finally got to sink my teeth into this one! Don't think I have too much to say other than what we already covered in the VOD, but I'm super looking forward to your guys' improvements! I think taking out the random chance of the board game is an excellent idea, and I would love to see how that impacts the design of the rest of your features!

666savior 2020-10-26 03:42

An amazing game that i finally played. Been wanting to play since day 1 and finally did, well worth the wait

honest-dan 2020-10-27 12:13

Thanks all! Really appreciate the feedback and that you are taking the time to play the game.

Brainoid, Spacey and I are looking at taking the card game concept further as its own project. I'll post details soon if anyone's interested in following the games progress.

peace-of-cake-games 2020-10-28 02:52

3rd in Graphics! Congrats!

asiyeap 2021-04-26 18:59

I think it's loking really huge work to did.3D graphics etc. So nice🙂