Thanks!
We def could've improved the tutorial, but glad you had fun with the actual game!
It's like reverse Papers Please!
I failed the first check because I didn't realize the game doesn't take place in the current year lol
It was a bit confusing since it looked like everything was ok/there seemed to be a lot of fluff info, but that might just be a me issue
But I do like the concept and presentation quite a bit
Clear concept, but great execution from the mechanics to the presentation
This might be one of my favorite takes on the theme
Loved the variety of card and dice effects and how they combo-ed together
I didn't realize the double score card was a one-time use, so a clearer indicator there would be nice, but this was seriously addicting, like I was becoming a vampire myself lol
Cool to see a fellow Wizard Card Game end up with something so different from ours!
Cute and quirky, gave me a lil chuckle
I'd love to see a bit more depth to the gameplay
Right now, there's not much in the way of actual risk-taking, and there's not much reason to spam climb and cat sense
Maybe a stamina meter and some obstacles could spice it up?
Other than that, was a chill and fun time!
I didn't think games could be cozy and stressful, but you managed to hit that sweet spot!
Appreciated the tutorial
The mechanics and presentation are super polished, especially for a 2-person team
Would be cool to see this fleshed out in a way that encouraged more risk-taking.
Like maybe instead of set order timers, certain rarer cookies could give more points but have a shorter timer so the player can decide whether or not to go for the easy cookie or the tough one?
The art and music are surprisingly cute and cozy for a brawler!
It was fun to just wail on NPCs lol
The movement felt pretty slippery and out of control (which might've been what you were going for)
Took me a bit to realize you needed to build up some momentum to punch effectively, but it was pretty fun to just ram into enemies
Love the presentation!
My only nitpick is that the values for either the goal or the costs/penalties of the tickets might need some balancing
During my different playthroughs, the optimal strat was pretty much always to just roll and avoid buying tickets until absolutely necessary, so I didn't feel that risky
The vibes are very cute and cozy, love the art!
The levels feel pretty fleshed out and so does the combat (though I wish there were descriptions for some of the skills/spells)
I accidentally soft-locked myself behind the olive oil bottle by falling off the cans in the pantry level, but overall I enjoyed my time
I like the near-miss meter building, though it's a lil unclear what I'm building towards since new wisps just reset the bar and take hits, so there's not currently a ton of incentive to play risky
A scoring system could help encourage that, or maybe bosses that can only be damaged if you've built up enough wisps
I like that all the "upgrades" have meaningful pros and cons to make you weigh the risk
Main two pieces of feedback are:
- There's very little contrast between the different sprites and tiles, so it's a bit hard to clearly make out some of the traps
- The camera always being exactly centered on the player makes it hard to see ahead or keep track of things in the room
Both of those can sometimes make some of the traps feel unfair when you get hit because you just can't see them
The art is so charming!
I do think the deck size is a lil large, at least to start
The second phase, when cards started flip themselves, was a lil frustrating because I was mainly waiting for the game to reveal a card that I knew where the match was and the actual card flipping felt a bit laggy on web
But I think there's a cool foundation for a more fleshed out game
"Balatro but DVDs" was not something I expected, but it's a pretty addictive loop
Sad I didn't see the message about the missing music on web, because the sound effects and visuals were already pretty polished
My main nitpick is just that you can get a broken build pretty early on and steamroll the rest of the game (also not sure if there's an ending, or if that's the loop part of the game)
Thanks for the detailed feedback!
We've got a fix for the blurry font in a new build but ran out of time
A path preview might be a nice QoL feature to add, just have to see how it affects the difficulty/planning ahead feel we're going for
I'm not sure what you mean by not being able to edit in the middle?
If you mean remove some commands in the middle of your queue, you actually can delete individual commands (we should probably highlight that more in the tutorial)
If you mean being able to edit in real time while the character is looping, that would kind of break the game/cheese every puzzle (or at least change it from a puzzle game to a reflex game)