I don't have time to play this at the moment, but I saw the game on Reddit. Looks like a ton of work went into this game and I wish the developer(s) all the best!
Very easy to find infinite combos and it feels amazing! Really hope they can continue to flesh this game out and fix the bugs. Has the potential to be up there with Slay the Spire.
Fantastic game. Surprised that it was free, tbh. I'm more than willing to donate in hopes of a more flushed out story getting developed. Love the inscryption inspiration especially.
I noticed how the further you go, the more covered in fungus your character is when he pulls the map. Cool detail that I hope has some story implication later.
Best playthrough I had was finding an exploit kinda. Got a few forced growth cards, fever cards, and upgraded a stab to be 0 cost/ plus 2 damage if fatal/draw card. That alone basically let me kill everything on the first turn due to a loop where the 0 cost card is the only one left in the deck and the only one being used also drawing itself.
2 things I'm things I'm confused on is in the first map, there's a spot where it seems like you're supposed to use a shovel, but it never gives anything different or noticeably better. And I'm unsure if the end (right now) is actually the black screen after using the gloom key.
Surprisingly, very few bugs I ran into. Most prominent being how I try to use a key that gives you something on a chest, and it locks you out of getting the contents of the chest. It also does something weird where you can basically no clip backwards through the previous areas.
Anyway, that's my assessment of the game, great job guys! I look forward to the full thing and I'm more than willing to pay whatever price you want for it.
I managed to quite easily pull off some sort of combo where on the first turn I could eat food that boosted power, that generated card draw, that allowed me to infinite loop an upgraded 0 cost attack that was doing hundreds of damage, so finished the battle first turn.
Felt good tho :)
Anyhows, that attack card that increases each time any other attack is increased, with it's cost reduced to 0, giving me food when it kills, along with the aoe 2 cost (and i had the 1 cost one also) that increases attack whenever you eat food, I also had the do 1 damage 3 times if it kills you get food up to 50+damage 5 times, had a couple of enrages, so it was topping 150+ x5 pretty quickly... All in all I felt like I had 4 different combos going, any of which was OP. Oh yeah, fly kick. that made sure I could get it all kickstarted easily.
Also assuming I finished it... I got a mushroom key, wandered up some cool dark path towards a purple light, then it just ended. Was kind of abrupt.
It removes a charge of every single status effect in the game, so it completely trivializes 2 of the bosses, including the final boss. Other than that though, I really enjoyed this game. I played 2 full runs where I beat the final boss, though of course, as explained by this message, one of those runs was far easier.
SPOILERS FOR BOSS FIGHTS (DON'T READ IF YOU WANT FRESH EXPERIENCE)
I was able to fly kick the one that mutates 4 or so times and it just died on first phase, completely negating any danger I would have been in. The final boss was basically the same, except it got off a single turn of 20 damage and that was it.
Yeah. I haven't actually beat the last boss in its final form because there's no point in using anything other than fly kick. Every run I get fly kick as soon as it's available, taking hard headed if fly kick isn't one of the first choices. But you always get fly kick by the end.
Fonts on some cards are unreadable in the "choose your reward" screen. Mac OS X Sonoma 14.6.1 , game version ShroomAndGloom 0.4.19 OSX 64. Love the game otherwise.
This game offers a fresh take on the roguelike deckbuilding genre, blending strategic gameplay with a unique and eerie atmosphere. The hand-drawn art style brings the fungal foes to life, and the gameplay mechanics keep you on your toes, pushing you to use your cards in creative ways.
The dungeon-crawling experience is tense yet rewarding, as every encounter with monstrous mushrooms challenges you to adapt and think ahead. The card-growing system is a standout feature, letting you turn ordinary cards into powerful abominations that can wipe out enemies in one satisfying move. The deckbuilding is addictive, and I found myself constantly refining my strategy to make each run better than the last.
Overall, Shroom and Gloom has huge potential, and I can't wait to see how it evolves.
This game has become my favorite and it plays “well” on my Steam Deck LCD. While there is a good bit of jank in Proton. It’s plays well considering there isn’t a Native Binary. Keep up the truly amazing work can wait to see more Betas.
One of my favourite games so far on itch.io. The artstyle is amazing, and I love your concept of two decks. Maby sometimes there was some confuzing things like Evolve on cards or when I hover on icons while battling the text didn't show, but you did this masterpeace in 3 months so that's nothing. Already send link to this game to all my friends, and I can't wait for full release
What version of Proton are you using? I added the exe as a Non-Steam Game and selected “Proton Experiment” or 9.x and it works perfectly, albeit with a little jank.
played for like 20h, i love that game. the only problem is that, 75 % of the time, i die bcs of a bug like when the card " BASH " just vanish from my hand when i use it( happen like 5 time) or just a freeze at the end of a fight. The furthest I got was to the level where the monsters evolve every time you kill them, having a good pc, the game completely lost its head, I was taking damage every second for no reason even when the game was paused, which was really frustrating, I had a great deck but finishing with 10 psy card is just impossible, I had 240 hp I still died, to tell you the truth.
Hey, just to let you know, the link to your press kit on your user page leads to nowhere. Not that I am press. I just click things. But I figured it'd be useful to let you know.
Please is there a manual or some documentation where it is explained how CURSE cards work? As in, what causes them to appear and how can you get rid of them? Also the EVOLVE system is not really explained anywhere I can see.
Hi! Sorry for the confusion - we made this prototype in 3 months so a lot of the player feedback is very weak.
Curse cards are added to your hand though enemy actions. When an enemy will be adding on to your hand, they'll signal this in their intents. We're working on adding enemy animations that make this clearer.
The Evolve system means that an enemy will evolve when their HP reaches zero. We have a tooltip pop up on the evolve status beneath the enemy - did you not catch that, or was it confusing when you read it? Thanks for playing!
Sorry for my ambiguity. Evolve as it relates to enemies is very clearly explained and easy to understand. I meant evolve as it relates to cards. For example, what is the significance of having EVOLVE 3 on the bottom of the Skeleton Key?
AVAST quarantined the executable about a week after playing with no problems. Re-downloaded the package and ran the executable, same result. I'm not sure what to do.
The game is super fun and every loss just energized me to jump back in and try again. I really enjoyed the different mechanics I can dig deeper into without them being a requirement to progress.
Oh, also, your game doesn't appear to have a good way of coping with the worst parts of upgradable deckbuilding gameplay. I mostly win by making a God Card and then thoroughly thinning my deck around it.
Won last game with a Scorch that dealt 110 dmg three times, drew 3 cards, and cost 0 energy. Paired it off with cards like the exhaust-1-draw-2 card. At a certain point it stopped being deckbuilding and more turned into MTG Blue Gameplay of "How can I thin this deck into nothing, and then redraw my murder button until my opponent dies without ending my turn?"
Feel like cards in-theme should have some kind of mutation chance the more they're trained, or some kind of max stat growth. I like the snowbally nature of it all, but I was rewarded maybe too much for making Scorchcalibur and throwing out everything else.
Draw effects should apply before the card enters Discard, to prevent mill redraw off a single card effect.
If you go the mutation chance, could make metaprogression about expanding the caps or reducing the chance. Mutation could offer transmutation potential into interesting cards with a risk of duds (another thing you're missing that would make a lot of sense for the fungal theme - random transmutation rather than evolution-based transmutation).
Also, I feel like enemies should have some way to counter extremely potent max damage cards other than their current shield mechanic. It's solid for it, but there's nothing that prevents me from making my big card murder 3 times over.
Also, there's just some cards I can't Frog? I don't know how I'm supposed to tell which are Froggable. Specifically looking at the broken armor one, that generates Tantrum? I didn't like it and I wanted it out but it just Isn't Froggable, and that sucks. I eventually had to Frog Potion it.
Setting aside combat: Explore deck.
Search needs to exhaust, not discard. I put 3 Searches in my deck and it let me mill out every energy extender I could get until I pulled out my training dummy and frog cards.
Also, all plinth cards should exhaust too. It makes sense to me if we're going to have it be possible to reshuffle the deck - ESPECIALLY if you intend to make plinths non-renewable; why would I want to risk a Frog or Training Dummy resurfacing when I've already used my plinths? What a waste of a search!
I love Search for its redraw potential, but it's way too potent in current state. It absolutely needs to be a once-per-explore-per-card.
On that subject, Scavenge is great. I like its utility of mainly producing Consume effect cards. It feels really good to have without being overpowered. Paired with good draw cards, it shines nicely.
I think the game is a little clunky right now (some monsters are inherently Timid without the status being applied at all times, for example) but it looks like a pretty good proof of concept. Hope to see you come out with a finished version soon!
PS: If you decide to stretch out testing new concepts, can I suggest adding more applicable debuffs? I'd love to see some interesting debuff manipulation beyond what Vulnerable already offers me.
Fever appears to quad-trigger even when that doesn't really make sense.
You mentioned the plinth oddities before entering a room causing a softlock, but specifically, double-card interactions appear to layer in a bad way. An example: I was in the green pool room and used a plinth card. It pulled me into the plinth, which triggered the loss effect from the green pool room. It showed me my explore hand (!), and then when I selected "No Thanks", it ate the leftmost card. Did that twice, eating my entire 2 card hand, and caused a softlock as I lost my Bash option because of it. I believe what happened is that the two dialogues ran concurrently and one tried to force the other to end, causing it to jump back to my explore hand, but didn't actually stop the other. But that's just a guess. Still not 100% why both cards disappeared.
As somebody, who has played many, many deckbuilders I have to say this is awesome. I only finished/died for the first time, and it has the most important quality i search for in roguelike: I just want to already try again. With the killing/ creating food combos it feels fair, even when you fail. It avoids the basic problem of many deckbuilders, which is the feeling of needing many balance patches from the start. Making the game hard, doesn't make it interesting.
The artstyle is awesome and delicious. It creates a perfect atmosphere which reminds me of, of course, Incryption but much more of little known Ring of Pain
Oh my god! This was such a blast to play! I loved Inscriptions card game and really wished for more like it. This fulfilled my wish, even in beta. I can not wait for the full release. While playing, I've found a couple of bugs.
1. When you are in certain "tunnels" you can only see your hand holding an invisible map
2. Not often, but when using Bash(ing) you get the slow effect as if you are walking up to a Trader
3. On certain "tunnels" after unlocking a door, you can see the outside "sandbox"
4. A very rare occurrence, I believe its only happened once. The "Lantern" that lets you draw two cards, only drew one. I had enough cards to pull from (9 cards)
5. While maybe intended, when looking at the map in combat you immediately put it away.
6. This one is by far the most serious bug. when you click to look into your deck, while you are choosing a set of cards (whether it's 'unlocking' or from a chest) it completely locks you out of the game. No input will be registered.
7. The "Stay Puffed" card doesn't always pull up two cards. I believe the dodge is working though. There was an instance when a card drew the "Stay Puffed" card but it didn't draw two more cards.
8. The "Inspiring Pick" card reads "Unlock. Gain 1 energy. Draw 1 card. CONSUME. GEAR. (2 uses)" So if I'm not mistaken, how can it say consume, but also 2 uses? (I didn't test to see if it reappears into your deck.)
9. One of the burger cards says it has 0 uses
10. Unknown if intended, you can not preview the card's locked special effects. Nor can you see how much energy they will cost.
11. When looking at a card that has a special effect that gives you another card that has special effects you can't preview THAT next card.
12. Another big bug is that the sound will be very loud when opening the game. The game doesn't save your settings thus causing the loudness, but it keeps the slider where it was at the previous instance. All this to say, you could have the slider all the way down but the next time you open the game it will be at full volume, but the slider is at the lowest.
p.s. I absolutely loved the way to find the Gloom Key, it is such a nice ending. What's funny is I always skipped that card, but finally I used it on my last run. (Secret Boss ending?) I will need to investigate if that key can be used earlier in the run. I believe finding that key caused the end to trigger.
Thank you so much for making this, such a blast to play. Will it be out on Steam as well? And would you be able to add arrow keys instead of using a mouse?
I played for a couple hours last night, this was incredibly cool!! The art style is really really fantastic, and I loved getting to set up so many healing combos with my cards in combat. I also love that there’s strategy to rest periods and how you play cards there as well.
For future development, I’m throwing my vote into the controller support ring and adding a way to snap the cursor to different objects/menus, my hands/wrists were getting really tired with all the holding and dragging, as fun as it was.
I would also like to see clearer communication for things like what cards can only be used during rest periods, and which can only be used during combat, which enemies are attacking you, enemy buff effects, and card effects. They have tooltips but they were still confusing to learn at first, especially all at once. I was also confused on how to use the cards that could only be used at camp “with enough space” like the training dummy, and whether the +1 attack buffs on your cards were for just one turn, just one battle, or permanent.
Other than that, this game is very very cool and I’ll definitely be keeping an eye out for the full release. :D good luck!
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An excellent experience! I look forward to seeing where it goes from here. Keep up the good work!
Thanks so much! We're so stoked to keep going with this thing!
I don't have time to play this at the moment, but I saw the game on Reddit. Looks like a ton of work went into this game and I wish the developer(s) all the best!
Thank you so much for this! We really appreciate the support!
ARRRRRRRRRRRRRRRRRGHHHHHHHH THIS GAME IS SO HARD. ITS FUN BUT DAMN DO I HAVE SKILL ISSUE
Glad to hear you're having fun, but sorry that you're having a hard time progressing.
We're toying with the idea of making a short strategy guide video to help players that are struggling. Is that something you'd be interested in?
Can you give a function to modify the language, I want to play the Chinese version, if possible, thank you very much
你能不能给个功能修改一下语言,我想玩中文版,如果可能的话,非常感谢
A final version of this would be one of my favourites games hands down. I don't have paypal but i'll support a bit the moment i can.
Very easy to find infinite combos and it feels amazing! Really hope they can continue to flesh this game out and fix the bugs. Has the potential to be up there with Slay the Spire.
Fantastic game. Surprised that it was free, tbh. I'm more than willing to donate in hopes of a more flushed out story getting developed. Love the inscryption inspiration especially.
I noticed how the further you go, the more covered in fungus your character is when he pulls the map. Cool detail that I hope has some story implication later.
Best playthrough I had was finding an exploit kinda. Got a few forced growth cards, fever cards, and upgraded a stab to be 0 cost/ plus 2 damage if fatal/draw card. That alone basically let me kill everything on the first turn due to a loop where the 0 cost card is the only one left in the deck and the only one being used also drawing itself.
2 things I'm things I'm confused on is in the first map, there's a spot where it seems like you're supposed to use a shovel, but it never gives anything different or noticeably better. And I'm unsure if the end (right now) is actually the black screen after using the gloom key.
Surprisingly, very few bugs I ran into. Most prominent being how I try to use a key that gives you something on a chest, and it locks you out of getting the contents of the chest. It also does something weird where you can basically no clip backwards through the previous areas.
Anyway, that's my assessment of the game, great job guys! I look forward to the full thing and I'm more than willing to pay whatever price you want for it.
I absolutely adore this one, wonderful work!
Thank you so much! So good to hear that!
I managed to quite easily pull off some sort of combo where on the first turn I could eat food that boosted power, that generated card draw, that allowed me to infinite loop an upgraded 0 cost attack that was doing hundreds of damage, so finished the battle first turn.
Felt good tho :)
Anyhows, that attack card that increases each time any other attack is increased, with it's cost reduced to 0, giving me food when it kills, along with the aoe 2 cost (and i had the 1 cost one also) that increases attack whenever you eat food, I also had the do 1 damage 3 times if it kills you get food up to 50+damage 5 times, had a couple of enrages, so it was topping 150+ x5 pretty quickly... All in all I felt like I had 4 different combos going, any of which was OP. Oh yeah, fly kick. that made sure I could get it all kickstarted easily.
Also assuming I finished it... I got a mushroom key, wandered up some cool dark path towards a purple light, then it just ended. Was kind of abrupt.
Fly kick is definitely busted right now.
It removes a charge of every single status effect in the game, so it completely trivializes 2 of the bosses, including the final boss. Other than that though, I really enjoyed this game. I played 2 full runs where I beat the final boss, though of course, as explained by this message, one of those runs was far easier.
SPOILERS FOR BOSS FIGHTS (DON'T READ IF YOU WANT FRESH EXPERIENCE)
I was able to fly kick the one that mutates 4 or so times and it just died on first phase, completely negating any danger I would have been in. The final boss was basically the same, except it got off a single turn of 20 damage and that was it.
Yeah. I haven't actually beat the last boss in its final form because there's no point in using anything other than fly kick. Every run I get fly kick as soon as it's available, taking hard headed if fly kick isn't one of the first choices. But you always get fly kick by the end.
Is the fifth cave the highest it goes?
Fonts on some cards are unreadable in the "choose your reward" screen. Mac OS X Sonoma 14.6.1 , game version ShroomAndGloom 0.4.19 OSX 64. Love the game otherwise.
Seems like one applied and no hint while mouse hover
Sometimes when you hover an enemy attack icon - no hint is shown)
Awesome! It is like "Epic Spell Wars of the Battle Wizards" and "Don't Starve" and cool board game together!
Is is a bug?) Some card may show REPLENISH with "EPLENISH" higlihted
=)
Really like it :)
When Stay Puffed is in your hand does it heal 2 per hit you take in combat?
This game offers a fresh take on the roguelike deckbuilding genre, blending strategic gameplay with a unique and eerie atmosphere. The hand-drawn art style brings the fungal foes to life, and the gameplay mechanics keep you on your toes, pushing you to use your cards in creative ways.
The dungeon-crawling experience is tense yet rewarding, as every encounter with monstrous mushrooms challenges you to adapt and think ahead. The card-growing system is a standout feature, letting you turn ordinary cards into powerful abominations that can wipe out enemies in one satisfying move. The deckbuilding is addictive, and I found myself constantly refining my strategy to make each run better than the last.
Overall, Shroom and Gloom has huge potential, and I can't wait to see how it evolves.
This game has become my favorite and it plays “well” on my Steam Deck LCD. While there is a good bit of jank in Proton. It’s plays well considering there isn’t a Native Binary. Keep up the truly amazing work can wait to see more Betas.
One of my favourite games so far on itch.io. The artstyle is amazing, and I love your concept of two decks. Maby sometimes there was some confuzing things like Evolve on cards or when I hover on icons while battling the text didn't show, but you did this masterpeace in 3 months so that's nothing. Already send link to this game to all my friends, and I can't wait for full release
okay but HOW is the 500mb zip 7 GB when you extract it, holy shit
Way too many image textures?
I played this on it's last version and loved it but I since switched operating systems to linux and can't seem to get the game to run at all.
Having a linux version would be really nice so I can enjoy it again, thank you.
crashed my steam deck when trying to play it with proton experimental :(
What version of Proton are you using? I added the exe as a Non-Steam Game and selected “Proton Experiment” or 9.x and it works perfectly, albeit with a little jank.
i was using proton experimental
also curiously when i did play the game on my windows pc (which was pretty fun) it eventually started to get unplayably laggy
Wow. The last boss is nuts. Finally beat it!
played for like 20h, i love that game. the only problem is that, 75 % of the time, i die bcs of a bug like when the card " BASH " just vanish from my hand when i use it( happen like 5 time) or just a freeze at the end of a fight. The furthest I got was to the level where the monsters evolve every time you kill them, having a good pc, the game completely lost its head, I was taking damage every second for no reason even when the game was paused, which was really frustrating, I had a great deck but finishing with 10 psy card is just impossible, I had 240 hp I still died, to tell you the truth.
Hey, just to let you know, the link to your press kit on your user page leads to nowhere. Not that I am press. I just click things. But I figured it'd be useful to let you know.
You've gotten an update! Thank you!
Excuse me, is there a Chinese language version of this game?
Please is there a manual or some documentation where it is explained how CURSE cards work? As in, what causes them to appear and how can you get rid of them? Also the EVOLVE system is not really explained anywhere I can see.
Hi! Sorry for the confusion - we made this prototype in 3 months so a lot of the player feedback is very weak.
Curse cards are added to your hand though enemy actions. When an enemy will be adding on to your hand, they'll signal this in their intents. We're working on adding enemy animations that make this clearer.
The Evolve system means that an enemy will evolve when their HP reaches zero. We have a tooltip pop up on the evolve status beneath the enemy - did you not catch that, or was it confusing when you read it?
Thanks for playing!
Thanks for the response!
Sorry for my ambiguity. Evolve as it relates to enemies is very clearly explained and easy to understand. I meant evolve as it relates to cards. For example, what is the significance of having EVOLVE 3 on the bottom of the Skeleton Key?
I also found evolve on the bottom of cards confusing, there wasn’t a tooltip for it iirc
Oh, that Evolve!
A card's evolve value drops by 1 every time it's played. When that value hits zero, you can evolve the card into something new.
Does anyone know how to limit the game to 30 fps?
AVAST quarantined the executable about a week after playing with no problems. Re-downloaded the package and ran the executable, same result. I'm not sure what to do.
The game is super fun and every loss just energized me to jump back in and try again. I really enjoyed the different mechanics I can dig deeper into without them being a requirement to progress.
Oh, also, your game doesn't appear to have a good way of coping with the worst parts of upgradable deckbuilding gameplay. I mostly win by making a God Card and then thoroughly thinning my deck around it.
Won last game with a Scorch that dealt 110 dmg three times, drew 3 cards, and cost 0 energy. Paired it off with cards like the exhaust-1-draw-2 card. At a certain point it stopped being deckbuilding and more turned into MTG Blue Gameplay of "How can I thin this deck into nothing, and then redraw my murder button until my opponent dies without ending my turn?"
Feel like cards in-theme should have some kind of mutation chance the more they're trained, or some kind of max stat growth. I like the snowbally nature of it all, but I was rewarded maybe too much for making Scorchcalibur and throwing out everything else.
Draw effects should apply before the card enters Discard, to prevent mill redraw off a single card effect.
If you go the mutation chance, could make metaprogression about expanding the caps or reducing the chance. Mutation could offer transmutation potential into interesting cards with a risk of duds (another thing you're missing that would make a lot of sense for the fungal theme - random transmutation rather than evolution-based transmutation).
Also, I feel like enemies should have some way to counter extremely potent max damage cards other than their current shield mechanic. It's solid for it, but there's nothing that prevents me from making my big card murder 3 times over.
Also, there's just some cards I can't Frog? I don't know how I'm supposed to tell which are Froggable. Specifically looking at the broken armor one, that generates Tantrum? I didn't like it and I wanted it out but it just Isn't Froggable, and that sucks. I eventually had to Frog Potion it.
Setting aside combat: Explore deck.
Search needs to exhaust, not discard. I put 3 Searches in my deck and it let me mill out every energy extender I could get until I pulled out my training dummy and frog cards.
Also, all plinth cards should exhaust too. It makes sense to me if we're going to have it be possible to reshuffle the deck - ESPECIALLY if you intend to make plinths non-renewable; why would I want to risk a Frog or Training Dummy resurfacing when I've already used my plinths? What a waste of a search!
I love Search for its redraw potential, but it's way too potent in current state. It absolutely needs to be a once-per-explore-per-card.
On that subject, Scavenge is great. I like its utility of mainly producing Consume effect cards. It feels really good to have without being overpowered. Paired with good draw cards, it shines nicely.
I think the game is a little clunky right now (some monsters are inherently Timid without the status being applied at all times, for example) but it looks like a pretty good proof of concept. Hope to see you come out with a finished version soon!
PS: If you decide to stretch out testing new concepts, can I suggest adding more applicable debuffs? I'd love to see some interesting debuff manipulation beyond what Vulnerable already offers me.
Neat!
Anyway, stuff that you didn't post as bugs:
As somebody, who has played many, many deckbuilders I have to say this is awesome. I only finished/died for the first time, and it has the most important quality i search for in roguelike: I just want to already try again. With the killing/ creating food combos it feels fair, even when you fail. It avoids the basic problem of many deckbuilders, which is the feeling of needing many balance patches from the start. Making the game hard, doesn't make it interesting.
The artstyle is awesome and delicious. It creates a perfect atmosphere which reminds me of, of course, Incryption but much more of little known Ring of Pain
Oh my god! This was such a blast to play! I loved Inscriptions card game and really wished for more like it. This fulfilled my wish, even in beta. I can not wait for the full release. While playing, I've found a couple of bugs.
1. When you are in certain "tunnels" you can only see your hand holding an invisible map
2. Not often, but when using Bash(ing) you get the slow effect as if you are walking up to a Trader
3. On certain "tunnels" after unlocking a door, you can see the outside "sandbox"
4. A very rare occurrence, I believe its only happened once. The "Lantern" that lets you draw two cards, only drew one. I had enough cards to pull from (9 cards)
5. While maybe intended, when looking at the map in combat you immediately put it away.
6. This one is by far the most serious bug. when you click to look into your deck, while you are choosing a set of cards (whether it's 'unlocking' or from a chest) it completely locks you out of the game. No input will be registered.
7. The "Stay Puffed" card doesn't always pull up two cards. I believe the dodge is working though. There was an instance when a card drew the "Stay Puffed" card but it didn't draw two more cards.
8. The "Inspiring Pick" card reads "Unlock. Gain 1 energy. Draw 1 card. CONSUME. GEAR. (2 uses)" So if I'm not mistaken, how can it say consume, but also 2 uses? (I didn't test to see if it reappears into your deck.)
9. One of the burger cards says it has 0 uses
10. Unknown if intended, you can not preview the card's locked special effects. Nor can you see how much energy they will cost.
11. When looking at a card that has a special effect that gives you another card that has special effects you can't preview THAT next card.
12. Another big bug is that the sound will be very loud when opening the game. The game doesn't save your settings thus causing the loudness, but it keeps the slider where it was at the previous instance. All this to say, you could have the slider all the way down but the next time you open the game it will be at full volume, but the slider is at the lowest.
p.s. I absolutely loved the way to find the Gloom Key, it is such a nice ending. What's funny is I always skipped that card, but finally I used it on my last run. (Secret Boss ending?) I will need to investigate if that key can be used earlier in the run. I believe finding that key caused the end to trigger.
Thank you so much for making this, such a blast to play. Will it be out on Steam as well? And would you be able to add arrow keys instead of using a mouse?
I played for a couple hours last night, this was incredibly cool!! The art style is really really fantastic, and I loved getting to set up so many healing combos with my cards in combat. I also love that there’s strategy to rest periods and how you play cards there as well.
For future development, I’m throwing my vote into the controller support ring and adding a way to snap the cursor to different objects/menus, my hands/wrists were getting really tired with all the holding and dragging, as fun as it was.
I would also like to see clearer communication for things like what cards can only be used during rest periods, and which can only be used during combat, which enemies are attacking you, enemy buff effects, and card effects. They have tooltips but they were still confusing to learn at first, especially all at once. I was also confused on how to use the cards that could only be used at camp “with enough space” like the training dummy, and whether the +1 attack buffs on your cards were for just one turn, just one battle, or permanent.
Other than that, this game is very very cool and I’ll definitely be keeping an eye out for the full release. :D good luck!
The artstyle is crazy good
outstanding game, best card game of the year
So much fun, can't wait for the full release.
Thank you so much! We're so excited to keep working on this thing!