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I had lots of fun, did more than a handful of runs. Recommended the demo to some people. Wishlisted.

Couple of notes.

1. The lockpick economy is off big time, would love to see more uses--too many lockpicks can brick your exploration hand. If possible, maybe add a keychain card to stack them? Too many picks can just ruin your draw.

2. I don't understand the draft reward for completing a run.

3. Would love to see some borrowed features from Monster Train. The opt-in toggle feature for fights to increase rewards mainly: it adds difficulty & adds a catch-up mechanic. The completionist in me also would appreciate a record of cards used in runs.

4. Dig has some great synergies with tinkie box, scavenge, the splinter shovel, etc. Rest doesn't. The cup of cocoa didn't seem to pay off enough, plus I don't always want to rest for 2 energy meanwhile digging is at worst harmless since you can skip the choice if you don't like the cards. Would love to see exploration synergies expanded upon. The evolve cards are fun.

5. The Truffles are good but they're not close to equal. Once I get the everlasting truffle I don't prioritize it anymore.

6. Could Flash be an exploration card too? A unique split type: combat/exploration? Use it to blind the shopkeep & steal an item? Uncover hidden secrets, warnings, tips? Liking the dark setting & art, neon glow in the dark writing seems like it'd fit.

7. Ran into some map issues, hovering over certain paths randomly broke midrun.

Looking forward to seeing where this game goes.

I would love to say, I've enjoyed this game for the past 20 hours I've played so far. I'd say I 100% the demo and I'll say the game is fantastic so far. I have had a few issues where I had no reason to pick certain cards because of bugs. Some items that claim to give a card upon use, do not give another card. One major bug was the wrecking ball. I assume it is used to destroy a camp so you can replace it with another, AND you get an extra card. The issue is, it does none of those things, or at least for when I played. Currently, I find no use for the wrecking ball which is a bummer as it would be helpful for situations where I have 3 camp cards. Other than the bugs, it only provided a small pushback to my run and did little to impact my enjoyment of the game (Other than avoiding using the wrecking ball). I would love to recommend this game to anyone who loves roguelikes, fantastic audio, mystifying visuals, and a nice challenge in every run to your deck builder!

The game looks great. Visual style is definitely the strongest point, but gameplay is good too. It's hard to say more based on the demo, but very Slay the Spire. The sound effect could be stronger.

Awesome ! This is some high quality demo.

Even tho I would add some feedback on damage hit 

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Made this video a while back.
Just started posting links to itch.io
i loved this game so much and excited to see where this goes :)

Thanks so much for playing and sharing!

no worries i sent you guys a DM on tiktok about something btw :) same name as on here

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Loved the new update! With each update the game has gotten better and better! Can't wait for the full release! 

Thanks so much for keeping up with the updates. So glad to hear you're enjoying all the improvements and additions!

Love seeing how far this has come since the jam fest drop. What were whispers have become a living breathing entity that is still, only getting better.

seriously addictive

Second in the line up. You know I'm not always a huge fan of hallway dungeon crawls. But it works, there's enough going on here it works for the design, I really like the exploration being it own phase and deck. And I wonder what sort of lore laying around here. Good work its on the wishlist.
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