Got a notification about an update so thought I’d check it out. Awesome new vessels, which definitely add another layer to the game. Can’t wait to actually see the space ships / art work evolve though. Will check back in. Very excited to see where this one goes!
super fun game! love the optimize v. corruption pathways. Can’t wait to see more cards/and where the artwork goes. Looking forward to following this game.
Now that I've put a good, I think, 2 hours into this game I am comfortable writing a review. Fair warning, my reviews are LONG. If you just want the TL;DR please scroll to the bottom of my review.
Let me start with how pleasantly surprised I am with this game. I was expecting something far less polished, but instead what I got was a shockingly fun deck builder that I know I'll come back to so I can beat the "hard" version of what is available (the one where you start with 0 RAM). However, there are a few faults in the game which should be mentioned.
I'll split this review into sections for the convenience of anyone reading.
TUTORIAL
Tutorials can be hard to implement. ESPECIALLY for a deck builder like this. The tutorial does a fantastic job explaining the core mechanics of the game (for the most part, I'll get into the exception to this in just a moment). You learn about the discard pile, how to use the cards in your deck, etc. HOWEVER, the tutorial is VERY condensed. This isn't a bad thing, the tutorial gives you a visual que of where to look with a yellow outline so you know what it's talking about. But this also means that you might miss something, as did I.
Notably, what I'm talking about is the "refill hand". If you are like me and play a TON of deck builders and card games, the name can be misleading. Since I was just starting out I didn't understand if perhaps the refill hand meant that I could swap my hand 4 times in the run for a randomized hand. Of course, I found out the correct answer later (it's hand size), but it's still worth noting. Especially since I did not get information on what refill hand meant upon hover OR the question mark.
LOGS
Thankfully, this game actually continues the tutorial in a way, so new people can learn how cards function and read up on what did what. The game does this through logs, which I actually think is fantastic (it also fits the aesthetic of the game very well). Unfortunately the logs feel underutilized and almost hard to understand...
Text is small. Now, I don't expect there to be a ton of accessibility features or polished graphics in a beta, that's silly. However, that doesn't mean it is absolved from criticism. Since the text is small and a lot of things are able to appear in the logs in quick succession (making it overwhelming to read the logs at times), there should be a way for people to find important information in the logs at a quick glance. Information such as power (system) being color coded (say blue as an example) would be helpful. An example being, "Thrusters: (In blue or whatever color text) +1 Power".
This small change would make a world of difference, I have no idea if it would look good, but if there was even a toggleable option I think it would be amazing. Now that I mentioned Thrusters earlier... I would like to talk about something.
THRUSTERS, POWER, AND REACTOR
The game does not do a good job explaining these (BEFORE YOU READ ON, THIS SECTION IS VERY MUCH BASED ON HOW I PLAYED AND PROBABLY THE SECTION THAT COULD BE IGNORED/DISAGREED WITH MOST, BUT I'D STILL LIKE TO TALK ABOUT IT).
I saw these as levels, each level requiring more energy than the last. And while they do serve that purpose, they also actually act as a booster of sorts, Thrusters adds one notch of system each round (system being the energy to complete the "level" for lack of a better word), and I forget what Power does despite just checking while writing this review.
Now, what is the problem with this you might ask? I'm sure the tutorial went over this, and surely the log also details this. And you would be correct. However, as said in the tutorial section, the tutorial is very condensed (meaning it's easy to forget things by the amount of information you need to keep track of). And, because I didn't even THINK to hover over what I thought were just simple levels, this lead to me being very confused when the Thrusters activated and I thought it was a bug with a different card until I checked the logs.
"Well that's the answer right there! The logs! That helps!" Yes! You would be correct, the logs do help! Let's disregard and pretend that the logs are fine and there no flaws with it. Unfortunately, and this may seem nitpicky, if you have read the entire review so far you will remember this, "Thrusters: ...+1 Power" That wasn't something I made up (the color portion of course was), this is real text in the game. THE GAME CALLS IT POWER, IT DOESN'T EVEN USE SYSTEM.
Again, nitpicky, however, if you did your best to learn the stupid mechanics by name like I did, this would screw you over. Wait.. I should talk about that one mechanic.
SHUFFLE/DRAWING CARDS
Lol. I probably used this the least. In fact, I viewed these cards as one thing and only one thing. Strategic discard pile cards. Since these cards add a card to your discard pile, this can be used as a fairly safe free RAM piece with a bit of gambling involved. I personally don't have a problem with this, although, it's a bit problematic that the play portion means nothing to me. Even the corrupt versions of this card don't scare me off. Maybe I'm just a bad player? I don't know, but I just never saw incentive for wasting RAM playing these cards. The only time I DID see incentive for drawing was with the one draw 2 card. However, I was very disappointed when I only drew one (this is how I found out what refill hand meant). I think an easy incentive would to make these cards ignore hand limit size. However, I don't know if that would work or not. I'm not a dev.
QOL AND BUGS/ERRORS
I decided to condense these two since I only have one QoL suggestion and only found 2 errors/bugs.
- I think it would be amazing QoL if we could save decks that we like. That way I don't have to keep clicking the same cards every time a new run starts.
- An error I found is on the Tunnel card, there is a "^" on the Discard thing. On no other cards does this exist, so I assume it is a typo.
- What I think is a bug, but didn't remember to check the logs on is that, on the regular difficulty, my starting RAM became 2 at one point and I am unsure as to why. Again, I assume it is a bug, but I don't know for sure.
CLOSING THOUGHTS
I like this game. I know I'm harsh, but it's just because I don't feel like going super super in depth. I think getting the bad out there is more important than gushing about the good. But I truly do believe this game is good. Again, it's a beta, I know it will improve. Do I think the log needs some work? Yes. Do I think some balance changes should be made to the draw/shuffle cards? Yeah. However do I also think that this game has a good bit of challenge and strategy? Yes. Do I think it's fun? Also yes. It's a solid game. Go try it.
TL;DR: Good game, has a few issues but nothing super extreme. I only found one bug, but I'm not even sure it's a bug. Game has a condensed tutorial but it's fine. You learn the game quickly and all it's mechanics (2-3 runs in you get a decent grasp on stuff).
Thank you for writing a detailed review! I really appreciate your critiques and would like to clarify some things, but would love your feedback on how to improve too.
For REFILL HAND, I’d love your advice on how to potentially rename this or maybe provide a clarifying tooltip.
It determines how many cards you will be dealt at the beginning of a turn.
Let’s say your REFILL HAND is 4 and you have 2 cards in your hand at the beginning of the turn. You will be dealt 2 cards to bring your hand size to 4. If you had 4 or more cards in your hand, you would not be dealt any cards.
You can have more than what REFILL HAND is (the max amount of cards in hand is actually 10).
This is explained in the How To Play overlay, but as you point out it should be made more obvious.
Also, when you played the DRAW 2 and it only drew 1 card it was probably because your draw pile only had one card in it.
For the LOGS I’m thinking of making them a bigger font and color coded as you mentioned. This would mean fewer logs visible, but I’m thinking of adding a button to view all logs in a full screen overlay so you could see more at once.
For the confusion on the SYSTEMS
I try and keep the verbiage for everything consistent and simplified as possible but with Systems I may need some work:
Each system has a name (like Thrusters, Power, Reactor) and a set amount of progress needed to restore it.
I’m working on a better way to show their ENV EFFECTS when restored and when they actually trigger.
When Thrusters is restored you get an ENV EFFECT that increases system progress by 1 at the end of your turn. The log for this is “Thrusters: +1 Progress”
When you restored the Reactor system in increased your start-of-turn RAM by 1 (on the base ship this would bring it to 2). The tutorial and hard ship have start-of-turn RAM of 0.
The “^” on the TUNNEL card denotes that it draws to the TOP of the Destructor deck (usually cards go to the bottom). The tooltip for the card says this too.
I hear you on the feature of being able to save decks. I have an overhaul of the deck selection screen planned that would include saving decks and searching/filtering cards.
Thank you for clarifying a lot of things (seriously, I needed that clarification for the drawing cards and the refill hand lol). Knowing what refill hand does, I think it's a fitting enough name- I just think a tooltip for it would be good. Something like "Hand size at the beginning of each round. Can be exceeded." Or something of that nature (you would know how to make this fit your game best). I'd add can be exceeded somewhere, simply incase something happens where someone only draws one and bases their opinion on all drawing cards on that one experience like me lol.
I also didn't realize the Thrusters, Power, and Reactor were systems, but that makes complete sense! (Also didn't even think to hover on the Tunnel card, so that's my bad).
Sorry if my response isn't super helpful, I can articulate well what is wrong with a game, but when it comes to solutions I crumble lol. Thank you for the response! I really look forward to following this game and seeing it grow!
Still following the progress of this game and I have to say I can't wait for the official release! Also, the premise is eerily relevant given RAM prices these days haha.
The tutorial would be a lot easier if things were explained step by step (like Balatro), rather than explaining everything before you start playing. I also think some more decision making or random events would make it way more replayable. Would love to see updates to this!
keep up the good work my man i really enjoyed the game.
i hope you find a way to make the wording a bit clearer on both the font part and the actual meaning and effects of stuff, also would love to see some sort of an artifact system that have effects through out the whole run with maybe a shop to buy cards and artifacts between each vessel and the one after and of course consumables and the whole lot of roguelike games.
anyway im really looking forward to playing the full release of this game and good luck my man :)
Stumbled on the first run misunderstanding how destructors played. But figured out the pattern of play on the second swing and had a lot of fun navigating the destructor penalties.
Really like puzzle gameplay, balancing the benefit and drawback. I had a hard time tracking the order of my destructors though, wasn't exactly sure how those queued up.
Tutorial does a pretty good job, but I think it's tricky with a game with so many specific rules. If possible, I think an even simpler tutorial to introduce the bare basics might help build clarity on the play pattern / puzzle strategy.
I like the console display a lot, really adds a cool vibe. Also fun to see all the xp rewards for different plays and stuff.
Didn't immediately understand how corruption/optimization occurs (I may have missed a tutorial bit), but then I eventually caught it on the bottom of a card description.
Really enjoyed the challenge on Tuoba Tolose. Firewall MVP - really cool card design there.
Lots of fun! Definitely a game I'm going to keep my eye on.
The only thing right now is that it gets repetitive pretty quickly. Probably needs either some more randomisation in terms of treats and modules or more ways to vary your deck at the beginning. I also found that I very rarely corrupted or optimised many cards in a game, even with the most modules possible.
Thank you for playing and providing feedback!
More levels (vessels) are coming along with chaining them together so your deck will have more time to evolve.
it's pretty hard to understand at first but i got the general idea of it a few runs in, i have not won one yet but I'm sure that's an issue on my part ;( .
I love the corruption/optimizing cards mechanic, it's very fun to play with and forces you to think about every move instead of playing the same way every run.
i would also love to see a sprite of the ship to visualize what's going on instead of "Hull breach" and "Impact imminent" xD
It also feels like 1-2 mistakes can ruin the entire run.
but that said this is a great demo and im very excited to see it finished
I play a lot of card games and this one is hella fun, I want more levels!!.
the game is hard to understand at first but easy to improve in. and doing insane loops from carefully optimizing and corrupting cards is very satisfying, and there's multiple ways to win a stage so you can craft your own style <3
I love that the cards change as you play in the middle of the rounds, you can't just memorize a pattern every move needs to be calculated and it will have a direct effect on the final result
some nitpicks that's definitely way out of scope of the demo:
- The text and fonts are a bit hard to read, Idk if this the font itself or issues with spacing but it needs adjustments
- some wording in the tutorial need to be better, it's sometimes hard to understand what the tutorial is trying to say
- while building the deck I find it hard to keep track of what is included and what's not, the thin yellow border next to a green thick border is not easy to keep track of
Very interesting game! I'll play a few more runs. The current run got unresponsive, I can't click anything but the Escape key brings the options menu. After clicking END TURN, the card activated by the destructor got corrupted, activated its corrupted effect and couldn't click anything else.
Thanks for playing and letting me know about this bug. Which card was it? Memory Probe, right?
[EDIT]: Found the bug, this will be fixed in next update, v0.2.2
A different take on a rogue like card game, I quite like it! Pretty satisfying to play already at the early stages of development, can't wait to see the future artwork of all the cards :)
I think this concept is definitely worth expanding on. It's a unique take on the deckbuilder genre. The fact that the tutorial is interactive already makes it top tier. I didn't completely understand at first, but after one more tutorial play through I got it (Personally, I almost never understand a game on first play-through). I will definitely be following Fatal Exception's development!!
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Got a notification about an update so thought I’d check it out. Awesome new vessels, which definitely add another layer to the game. Can’t wait to actually see the space ships / art work evolve though. Will check back in. Very excited to see where this one goes!
sweet idea! Interested in how this will look eventually. Looking forward to more roguelike aspects. following for more
Thanks for playing! Stay tuned
Innovative take on the deck builder genre. However the second mission is quite a bit harder than the 1st. Looking further to updates and polishing
Thanks for playing! A content update with a wider difficulty variety is coming soon.
super fun game! love the optimize v. corruption pathways. Can’t wait to see more cards/and where the artwork goes. Looking forward to following this game.
Thank you for playing!
Now that I've put a good, I think, 2 hours into this game I am comfortable writing a review. Fair warning, my reviews are LONG. If you just want the TL;DR please scroll to the bottom of my review.
Let me start with how pleasantly surprised I am with this game. I was expecting something far less polished, but instead what I got was a shockingly fun deck builder that I know I'll come back to so I can beat the "hard" version of what is available (the one where you start with 0 RAM). However, there are a few faults in the game which should be mentioned.
I'll split this review into sections for the convenience of anyone reading.
TUTORIAL
Tutorials can be hard to implement. ESPECIALLY for a deck builder like this. The tutorial does a fantastic job explaining the core mechanics of the game (for the most part, I'll get into the exception to this in just a moment). You learn about the discard pile, how to use the cards in your deck, etc. HOWEVER, the tutorial is VERY condensed. This isn't a bad thing, the tutorial gives you a visual que of where to look with a yellow outline so you know what it's talking about. But this also means that you might miss something, as did I.
Notably, what I'm talking about is the "refill hand". If you are like me and play a TON of deck builders and card games, the name can be misleading. Since I was just starting out I didn't understand if perhaps the refill hand meant that I could swap my hand 4 times in the run for a randomized hand. Of course, I found out the correct answer later (it's hand size), but it's still worth noting. Especially since I did not get information on what refill hand meant upon hover OR the question mark.
LOGS
Thankfully, this game actually continues the tutorial in a way, so new people can learn how cards function and read up on what did what. The game does this through logs, which I actually think is fantastic (it also fits the aesthetic of the game very well). Unfortunately the logs feel underutilized and almost hard to understand...
Text is small. Now, I don't expect there to be a ton of accessibility features or polished graphics in a beta, that's silly. However, that doesn't mean it is absolved from criticism. Since the text is small and a lot of things are able to appear in the logs in quick succession (making it overwhelming to read the logs at times), there should be a way for people to find important information in the logs at a quick glance. Information such as power (system) being color coded (say blue as an example) would be helpful. An example being, "Thrusters: (In blue or whatever color text) +1 Power".
This small change would make a world of difference, I have no idea if it would look good, but if there was even a toggleable option I think it would be amazing. Now that I mentioned Thrusters earlier... I would like to talk about something.
THRUSTERS, POWER, AND REACTOR
The game does not do a good job explaining these (BEFORE YOU READ ON, THIS SECTION IS VERY MUCH BASED ON HOW I PLAYED AND PROBABLY THE SECTION THAT COULD BE IGNORED/DISAGREED WITH MOST, BUT I'D STILL LIKE TO TALK ABOUT IT).
I saw these as levels, each level requiring more energy than the last. And while they do serve that purpose, they also actually act as a booster of sorts, Thrusters adds one notch of system each round (system being the energy to complete the "level" for lack of a better word), and I forget what Power does despite just checking while writing this review.
Now, what is the problem with this you might ask? I'm sure the tutorial went over this, and surely the log also details this. And you would be correct. However, as said in the tutorial section, the tutorial is very condensed (meaning it's easy to forget things by the amount of information you need to keep track of). And, because I didn't even THINK to hover over what I thought were just simple levels, this lead to me being very confused when the Thrusters activated and I thought it was a bug with a different card until I checked the logs.
"Well that's the answer right there! The logs! That helps!" Yes! You would be correct, the logs do help! Let's disregard and pretend that the logs are fine and there no flaws with it. Unfortunately, and this may seem nitpicky, if you have read the entire review so far you will remember this, "Thrusters: ...+1 Power" That wasn't something I made up (the color portion of course was), this is real text in the game. THE GAME CALLS IT POWER, IT DOESN'T EVEN USE SYSTEM.
Again, nitpicky, however, if you did your best to learn the stupid mechanics by name like I did, this would screw you over. Wait.. I should talk about that one mechanic.
SHUFFLE/DRAWING CARDS
Lol. I probably used this the least. In fact, I viewed these cards as one thing and only one thing. Strategic discard pile cards. Since these cards add a card to your discard pile, this can be used as a fairly safe free RAM piece with a bit of gambling involved. I personally don't have a problem with this, although, it's a bit problematic that the play portion means nothing to me. Even the corrupt versions of this card don't scare me off. Maybe I'm just a bad player? I don't know, but I just never saw incentive for wasting RAM playing these cards. The only time I DID see incentive for drawing was with the one draw 2 card. However, I was very disappointed when I only drew one (this is how I found out what refill hand meant). I think an easy incentive would to make these cards ignore hand limit size. However, I don't know if that would work or not. I'm not a dev.
QOL AND BUGS/ERRORS
I decided to condense these two since I only have one QoL suggestion and only found 2 errors/bugs.
- I think it would be amazing QoL if we could save decks that we like. That way I don't have to keep clicking the same cards every time a new run starts.
- An error I found is on the Tunnel card, there is a "^" on the Discard thing. On no other cards does this exist, so I assume it is a typo.
- What I think is a bug, but didn't remember to check the logs on is that, on the regular difficulty, my starting RAM became 2 at one point and I am unsure as to why. Again, I assume it is a bug, but I don't know for sure.
CLOSING THOUGHTS
I like this game. I know I'm harsh, but it's just because I don't feel like going super super in depth. I think getting the bad out there is more important than gushing about the good. But I truly do believe this game is good. Again, it's a beta, I know it will improve. Do I think the log needs some work? Yes. Do I think some balance changes should be made to the draw/shuffle cards? Yeah. However do I also think that this game has a good bit of challenge and strategy? Yes. Do I think it's fun? Also yes. It's a solid game. Go try it.
TL;DR: Good game, has a few issues but nothing super extreme. I only found one bug, but I'm not even sure it's a bug. Game has a condensed tutorial but it's fine. You learn the game quickly and all it's mechanics (2-3 runs in you get a decent grasp on stuff).
Thank you for writing a detailed review! I really appreciate your critiques and would like to clarify some things, but would love your feedback on how to improve too.
For REFILL HAND, I’d love your advice on how to potentially rename this or maybe provide a clarifying tooltip. It determines how many cards you will be dealt at the beginning of a turn. Let’s say your REFILL HAND is 4 and you have 2 cards in your hand at the beginning of the turn. You will be dealt 2 cards to bring your hand size to 4. If you had 4 or more cards in your hand, you would not be dealt any cards. You can have more than what REFILL HAND is (the max amount of cards in hand is actually 10). This is explained in the How To Play overlay, but as you point out it should be made more obvious. Also, when you played the DRAW 2 and it only drew 1 card it was probably because your draw pile only had one card in it.
For the LOGS I’m thinking of making them a bigger font and color coded as you mentioned. This would mean fewer logs visible, but I’m thinking of adding a button to view all logs in a full screen overlay so you could see more at once.
For the confusion on the SYSTEMS I try and keep the verbiage for everything consistent and simplified as possible but with Systems I may need some work: Each system has a name (like Thrusters, Power, Reactor) and a set amount of progress needed to restore it. I’m working on a better way to show their ENV EFFECTS when restored and when they actually trigger. When Thrusters is restored you get an ENV EFFECT that increases system progress by 1 at the end of your turn. The log for this is “Thrusters: +1 Progress” When you restored the Reactor system in increased your start-of-turn RAM by 1 (on the base ship this would bring it to 2). The tutorial and hard ship have start-of-turn RAM of 0.
The “^” on the TUNNEL card denotes that it draws to the TOP of the Destructor deck (usually cards go to the bottom). The tooltip for the card says this too.
I hear you on the feature of being able to save decks. I have an overhaul of the deck selection screen planned that would include saving decks and searching/filtering cards.
Thank you for clarifying a lot of things (seriously, I needed that clarification for the drawing cards and the refill hand lol). Knowing what refill hand does, I think it's a fitting enough name- I just think a tooltip for it would be good. Something like "Hand size at the beginning of each round. Can be exceeded." Or something of that nature (you would know how to make this fit your game best). I'd add can be exceeded somewhere, simply incase something happens where someone only draws one and bases their opinion on all drawing cards on that one experience like me lol.
I also didn't realize the Thrusters, Power, and Reactor were systems, but that makes complete sense! (Also didn't even think to hover on the Tunnel card, so that's my bad).
Sorry if my response isn't super helpful, I can articulate well what is wrong with a game, but when it comes to solutions I crumble lol. Thank you for the response! I really look forward to following this game and seeing it grow!
Your response is super helpful! It tells me what I need to improve and work on. Thank you.
Still following the progress of this game and I have to say I can't wait for the official release! Also, the premise is eerily relevant given RAM prices these days haha.
Thank you for the kind words. There’s more to come.
Really cool game, lots of potential here!
The tutorial would be a lot easier if things were explained step by step (like Balatro), rather than explaining everything before you start playing. I also think some more decision making or random events would make it way more replayable. Would love to see updates to this!
Thank you for playing and providing feedback! Making a good tutorial is hard but I’ll get there. Updates are in the works.
keep up the good work my man i really enjoyed the game.
i hope you find a way to make the wording a bit clearer on both the font part and the actual meaning and effects of stuff, also would love to see some sort of an artifact system that have effects through out the whole run with maybe a shop to buy cards and artifacts between each vessel and the one after and of course consumables and the whole lot of roguelike games.
anyway im really looking forward to playing the full release of this game and good luck my man :)
Thank you for playing and the kind words! I hear you on the legibility, working on that now.
Stumbled on the first run misunderstanding how destructors played. But figured out the pattern of play on the second swing and had a lot of fun navigating the destructor penalties.
Really enjoyed the challenge on Tuoba Tolose. Firewall MVP - really cool card design there.Really like puzzle gameplay, balancing the benefit and drawback. I had a hard time tracking the order of my destructors though, wasn't exactly sure how those queued up.
Tutorial does a pretty good job, but I think it's tricky with a game with so many specific rules. If possible, I think an even simpler tutorial to introduce the bare basics might help build clarity on the play pattern / puzzle strategy.
I like the console display a lot, really adds a cool vibe. Also fun to see all the xp rewards for different plays and stuff.
Didn't immediately understand how corruption/optimization occurs (I may have missed a tutorial bit), but then I eventually caught it on the bottom of a card description.
Thank you for playing and giving feedback!
For the Destructor deck order you can click on the deck (or ‘d’ key) to see the full order.
I love it! Would like to see how would you keep expand this game!
Thank you for playing! Stay tuned
Lots of fun! Definitely a game I'm going to keep my eye on.
The only thing right now is that it gets repetitive pretty quickly. Probably needs either some more randomisation in terms of treats and modules or more ways to vary your deck at the beginning. I also found that I very rarely corrupted or optimised many cards in a game, even with the most modules possible.
Thank you for playing and providing feedback! More levels (vessels) are coming along with chaining them together so your deck will have more time to evolve.
This game is quite unique
it's pretty hard to understand at first but i got the general idea of it a few runs in, i have not won one yet but I'm sure that's an issue on my part ;( .
I love the corruption/optimizing cards mechanic, it's very fun to play with and forces you to think about every move instead of playing the same way every run.
i would also love to see a sprite of the ship to visualize what's going on instead of "Hull breach" and "Impact imminent" xD
It also feels like 1-2 mistakes can ruin the entire run.
but that said this is a great demo and im very excited to see it finished
Thank you for playing! Working on this now: “i would also love to see a sprite of the ship to visualize what’s going on”
I play a lot of card games and this one is hella fun, I want more levels!!.
the game is hard to understand at first but easy to improve in. and doing insane loops from carefully optimizing and corrupting cards is very satisfying, and there's multiple ways to win a stage so you can craft your own style <3
I love that the cards change as you play in the middle of the rounds, you can't just memorize a pattern every move needs to be calculated and it will have a direct effect on the final result
some nitpicks that's definitely way out of scope of the demo:
- The text and fonts are a bit hard to read, Idk if this the font itself or issues with spacing but it needs adjustments
- some wording in the tutorial need to be better, it's sometimes hard to understand what the tutorial is trying to say
- while building the deck I find it hard to keep track of what is included and what's not, the thin yellow border next to a green thick border is not easy to keep track of
Thank you for playing and providing feedback! Move levels are coming…
Very interesting game! I'll play a few more runs. The current run got unresponsive, I can't click anything but the Escape key brings the options menu. After clicking END TURN, the card activated by the destructor got corrupted, activated its corrupted effect and couldn't click anything else.
Thanks for playing and letting me know about this bug. Which card was it? Memory Probe, right? [EDIT]: Found the bug, this will be fixed in next update, v0.2.2
A different take on a rogue like card game, I quite like it! Pretty satisfying to play already at the early stages of development, can't wait to see the future artwork of all the cards :)
Thank you for playing! Card art is in the works :)
I think this concept is definitely worth expanding on. It's a unique take on the deckbuilder genre. The fact that the tutorial is interactive already makes it top tier. I didn't completely understand at first, but after one more tutorial play through I got it (Personally, I almost never understand a game on first play-through). I will definitely be following Fatal Exception's development!!
Thank you for playing!