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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.

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