i usually hate anything that isn't action-packed with shit flying everywhere and exploding and stuff... but this game is fucking awesome!!! genuinely one of the most chill and fun experiences i've sat down to have in a while. all i'd recommend is a little tutorial. other than that, great job!
Great game honestly! I died on the 22nd floor as the knight. I do not understand how I am supposed to get rid of the Weakness effect whenever I get, as that would disable the usage of my knife, which could have come in clutch numerous times. Eventually died to a noise trap activating very buffed enemies. I dig the artwork a lot!
IMO enemies should be dealing you damage when you USE the key, but NOT when you exit. It's the same thing, just that I think this makes more sense. Or if you don't like that, you could make one of the next classes be immune to damage when you exit a level!
A suggestion, when you get to chose a reward, or are at the shop, have an NPC/Shopkeeper say something that could give you a clue on the boss, so that you could prepare yourself, even on the first run :)
Or if the bosses are random, then they could give clues to which it is. Again, great game.
Honestly you saying you aren't into deck builders, when you haven't tried any others baffles me. You should definitely check out other deck building games, they are super underated.
Really, is it such an exotic phenomenon? I mean, don't you have any thing in your life that you didn't try because you didn't feel the vibe? It's not even a logical contradiction whatsoever - it's impossible to be into something without even trying it.
Finished a couple of runs, it's a really neat little game to kill some time. I especially liked the hunger mechanic (and how Vampire works with it), as it gave me some incentive to prioritise searching for food/enemies first. I enjoyed strategizing what cards to keep, using skills/magic tomes as a "panic button" when hitting a noise trap... I think the game gives a lot of short-term problems and offers flexible solutions that may or may not work. It felt satisfying, like untangling a pack of knotted threads.
As for elements worth improving, I like the idea behind Stress, but it's a bit difficult to fill up the bar once you understand a bit what to do/keep the hunger bar up, so I could ignore it and sweep entire floors. And that's a bit disappointing, cause I found the debuffs pretty creative. Also, maybe I got unlucky, but all stress debuffs were permanent and could pretty much kill a run instantly. Maybe purifying a debuff could be an interesting addition to shops, and making it so you gain stress when hitting a trap/encounter an enemy, or slow down the rate at which stress goes down? That would make the player deal with stress more, pick relics that slow stress buildup and strategize more.
I'd be eager to play more and see further developments. Good luck!
Loved this game. It was pretty straight forward even without a tutorial (and that's coming from someone that isn't that familiar with deckbuilders and card games). The artwork is crisp and the overall flow of the game is pretty satisfing. I have two thoughts though (not about balancing the items. I get that it's a demo and it needs playtesting):
1st: I think that, compared to the rest of the game, the boss battle lacks depth. It was pretty much "kill the boss in that amount of turn, or you are dead". It felt a bit flat and anticlimactic, especially compared to the rest of the game were i was constantly making dicisions on which cards I should keep, in what order I should use my weapons, what stats I should prioratize over others etc.. And the boss battle was pretty much like: open the cards -> take the weapons -> kill the boss. I was pretty intrigued by the choices I was forced to make in the first 29 levels and I would love to see those tight decision making scenarios being pushed to their limits and implemented in the boss fight. (And I know that that's just the problem and I am not offering any solution to it, but yeahhhh.... just my thoughts here)
2nd: That's not so much of a problem per se, but it's just something that (always in my opinion) would make the game more enjoyable. I believe that some particles, white flashing and even some very slight screenshake would make the impact of your actions (attacking/taking damage etc) feel better. But that's just me. I understand that some people might find that distracting. So yeahh Idk ¯\_(ツ)_/¯
Overall, it's a very nice game! I enjoyed it a lot. And considering it's just the demo, I can't wait to see the final project! I am surely wishlisting it on Steam! Keep it up!!
i love the sound design, thought it was a good amount of difficult, and it reminds me of darkest dungeon a bit. 10/10 game, would (and have) reccommend to a friend
This game is so simple yet so fun, at first i think it's just a copy of balatro but turn out it's more than balatro (cuz i like Medieval stuff). I think i would play it more on mobile than my PC, it's just for my boredom killer game.
I was interested n the thumbnail and decided to play. The game is very well fleshed out. I didnt read any tutorials or instructions but the game was pretty straight forward. Great work. Would love to work on it with you (im a sound/music guy). Overall great game and project cant wait to see more.
I gave it a try out of curiosity and was pleasantly surprised to find it’s a really engaging dungeon rogue-like card game that’s hard to stop playing. That said, I noticed a few areas with room for improvement. For example, in the mid-to-late game, there seem to be fewer weapon cards available, which can make it quite easy to die unexpectedly. Also, the number of card slots feels a bit limited, so I’d love to see an option to purchase additional slots in the store. Lastly, the amount of gold earned during the game is somewhat low, making it possible to buy only one or two items per visit to the shop. Looking forward to seeing what the next update brings!
Been recently playing this game on my android tablet & so far the farthest I've gotten is 25/30. Question, are those characters that are clocked in mystery unlockable/ playable? I want to keep trying to beat the game.
And another victory for me, this time with the Knight!
I had 35 armor on the final boss, and just used Scouting, grabbed all the mana potions and cast my ability 3 times and he was dead. EZ, no hits taken :D
(not sure if the ability is supposed to only work on undeads, but currently it works on everything and it's busted-overpowered AoE that deletes everything)
P.S. I think the victory screen should show your final stats (HP, MP, Stress, Hunger), as well as the character portrait and Trinkets. Maybe also gold. I forgot to screenshot these things before killing the boss.
I liked it! Game visuals are good. I completed it on my first try as the knight, though the early levels felt too easy for me. The field system is cool, but I wish there was more interaction with it, there are cards that reveal enemies, but none that show traps. It often happened that I could choose an interesting book, but since I didn’t have a weapon, I had to take one instead.
In terms of strategy, it seemed much more beneficial to clear each level rather than rushing to open the door and move to the next floor. I think it would be interesting to have gameplay where, instead of killing enemies, you try to sneak past them (maybe a separate class for this?).
Also, at first, it wasn’t clear that food and armor cards just need to be clicked rather than dragged onto the character. I lost a few cards because of this, I thought it was a bug.
In my opinion, the relics in the game have very weak affordance. For example, the very first item, the pickaxe—it’s completely unclear that it reduces hunger. If you look at "Slay the Spire", the purpose of relics is much clearer there. Yes, it’s hard to guess what an item does without a description, but after reading it, you think, 'Oh yeah, the way the item looks is connected to its effect,' which makes the description easier to remember.
First try: I was super lost about how to play, lost a lot of card thinking you play them by dragging them on the hero... but strangely that just destroy the card? ô_O Some other weird details made the game not enjoyable
Second try: I understood how to play. I get used to the weird details to focus on strategy so I finally enjoyed the game. :) Somehow got 95 armor at end thanks to the starting relic so I almost one-shooted the boss with knight ability lol
Maybe some kind of tutorial/example tiny dungeon to help a new player?
What I call weird details: - That a free slot is needed to play some ressource card on the field, especially gold. I don't even see how could a player want to first get the gold in hand before playing it - The hunger bar, health bar etc. are important and you need to always check them, but they are so tiny and the number are tilted while there is so much space to make them more easily readable!
It's just my personnal thoughts I give if it can help because I finally like the game :)
This game hits a sweet spot between engaiging and relaxing. Its just difficult enough for you to replay it but not too difficult as to frustrate. Personally, I find this game pretty adictive and a cool Concept. 10/10 Looking forward to more games!
I managed to snag around 100 armor by the end and 1-shot him with my ability. I DID want to do another test to see if Scouting instakilling yourself was a bug or not. It was the Orc(?) boss that gets stronger overtime, but obviously he wasn't really able to do that, lol. I don't really have much to say on what balance should be changed or not. Though hunger becomes a non-issue once you've stacked armor to that point, so maybe that? One suggestion though, I would absolutely looove a summoner/necromancer-type class that relies on captured enemy cards to do damage rather than weapon cards! Another question, is the art all your own work, or did you work with/commission an artist for them? It really does fit the game well.
The game is really interesting and fun to play, but I noticed some problems.
The hunger bar is an interesting idea, as a mechanic that punishes players who turn over all the cards in a row, but since there is no way to know the position of the exit, enemies, etc. (without using cards) the hunger becomes impossible to avoid and starts to feel unfair. If there was a way to calculate approximately the position of certain cards like in Minesweeper then the player would be faced with the choice of thinking and avoiding most of the fights or tanking it. Smoke bombs have the same problem, if you come across one it is potentially game over and it is impossible to avoid them
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i usually hate anything that isn't action-packed with shit flying everywhere and exploding and stuff... but this game is fucking awesome!!! genuinely one of the most chill and fun experiences i've sat down to have in a while. all i'd recommend is a little tutorial. other than that, great job!
Wow, thanks for such an emotional review! :)
The tutorial is currently in development
Great game honestly! I died on the 22nd floor as the knight. I do not understand how I am supposed to get rid of the Weakness effect whenever I get, as that would disable the usage of my knife, which could have come in clutch numerous times. Eventually died to a noise trap activating very buffed enemies. I dig the artwork a lot!
IMO enemies should be dealing you damage when you USE the key, but NOT when you exit. It's the same thing, just that I think this makes more sense. Or if you don't like that, you could make one of the next classes be immune to damage when you exit a level!
Thanks for the feedback!
I prefer that the character takes damage when escaping (exiting a level)
But yes, there will be one hero who will avoid traps and damage when exiting :)
It's still a great idea if you add a Rogue, just saying ;)
Good luck with the release!
Yes, it will be rogue (or a thief) :)
Thanks!
Классная игрушка, удачи в дальнейшей разработке:)
Спасибо! Буду стараться:)
First try with Vampire:
Congratulations!
A suggestion, when you get to chose a reward, or are at the shop, have an NPC/Shopkeeper say something that could give you a clue on the boss, so that you could prepare yourself, even on the first run :)
Or if the bosses are random, then they could give clues to which it is.
Again, great game.
Thanks for the feedback!
Yes, I agree, need to show information about the final boss
This game seems like it would fit well with a Slay-the-Spire-like map, where you could choose directions (e.g. battle, miniboss, shop, treasure).
I like this idea too, just beware of feature creep. But is probably less complicated than my idea :)
The map is already in development:)
Great and stylish game! I hope you continue to develop the mechanics and add as many variations for combinations as possible.
Thanks for the feedback!
Yes, I'm making new mechanics :)
90066
That's awesome! I loved it, good work!
Thanks:)
11
Really good gameplay and the art and music are real good.
Thanks! 😊
Although I'm not into deck builders (in fact it was my very first one) it captivated me for two complete runs. I didn't beat the 100 def boss though.
Thanks for the feedback! I really hope everything works out for you!
Honestly you saying you aren't into deck builders, when you haven't tried any others baffles me. You should definitely check out other deck building games, they are super underated.
Really, is it such an exotic phenomenon? I mean, don't you have any thing in your life that you didn't try because you didn't feel the vibe? It's not even a logical contradiction whatsoever - it's impossible to be into something without even trying it.
But yeah, you're right, I should check them out.
Игра топ!
Спасибо!:)
The web version doesnt work on Ipads, I kann hover over everything but I can’t interact with it
Thanks for your feedback!
Unfortunately, there is no way to fix this bug yet :(
The game reminds me of a more graphically polished version of Patient Rogue here on Itch
Thank you for your feedback!
Yes, it was one of the references
Finished a couple of runs, it's a really neat little game to kill some time. I especially liked the hunger mechanic (and how Vampire works with it), as it gave me some incentive to prioritise searching for food/enemies first. I enjoyed strategizing what cards to keep, using skills/magic tomes as a "panic button" when hitting a noise trap... I think the game gives a lot of short-term problems and offers flexible solutions that may or may not work. It felt satisfying, like untangling a pack of knotted threads.
As for elements worth improving, I like the idea behind Stress, but it's a bit difficult to fill up the bar once you understand a bit what to do/keep the hunger bar up, so I could ignore it and sweep entire floors. And that's a bit disappointing, cause I found the debuffs pretty creative. Also, maybe I got unlucky, but all stress debuffs were permanent and could pretty much kill a run instantly. Maybe purifying a debuff could be an interesting addition to shops, and making it so you gain stress when hitting a trap/encounter an enemy, or slow down the rate at which stress goes down? That would make the player deal with stress more, pick relics that slow stress buildup and strategize more.
I'd be eager to play more and see further developments. Good luck!
Thank you so much for your detailed feedback!
Special thanks for the excellent comments on stress mechanics!!
Loved this game. It was pretty straight forward even without a tutorial (and that's coming from someone that isn't that familiar with deckbuilders and card games). The artwork is crisp and the overall flow of the game is pretty satisfing. I have two thoughts though (not about balancing the items. I get that it's a demo and it needs playtesting):
1st: I think that, compared to the rest of the game, the boss battle lacks depth. It was pretty much "kill the boss in that amount of turn, or you are dead". It felt a bit flat and anticlimactic, especially compared to the rest of the game were i was constantly making dicisions on which cards I should keep, in what order I should use my weapons, what stats I should prioratize over others etc.. And the boss battle was pretty much like: open the cards -> take the weapons -> kill the boss. I was pretty intrigued by the choices I was forced to make in the first 29 levels and I would love to see those tight decision making scenarios being pushed to their limits and implemented in the boss fight. (And I know that that's just the problem and I am not offering any solution to it, but yeahhhh.... just my thoughts here)
2nd: That's not so much of a problem per se, but it's just something that (always in my opinion) would make the game more enjoyable. I believe that some particles, white flashing and even some very slight screenshake would make the impact of your actions (attacking/taking damage etc) feel better. But that's just me. I understand that some people might find that distracting. So yeahh Idk ¯\_(ツ)_/¯
Overall, it's a very nice game! I enjoyed it a lot. And considering it's just the demo, I can't wait to see the final project! I am surely wishlisting it on Steam! Keep it up!!
Thank you for such a detailed review!
I'll try to take your wishes :)
отличная игра, надеюсь в следующих обновлениях её сделают тяжелее, обязательно буду следить за последующим контентом.
Разработчику, УДАЧИ.
Спасибо! Релизная версия будет тяжелее, будет сделана система мета-прогрессии.
I believe that you will succeed!
This is very nicely done!
On my first try:

Congratulations!:)
i love the sound design, thought it was a good amount of difficult, and it reminds me of darkest dungeon a bit. 10/10 game, would (and have) reccommend to a friend
Thank you for your kind words!
This game is so simple yet so fun, at first i think it's just a copy of balatro but turn out it's more than balatro (cuz i like Medieval stuff). I think i would play it more on mobile than my PC, it's just for my boredom killer game.
Thanks for the feedback!
You can download the game to your phone if you have an android :)
I was interested n the thumbnail and decided to play. The game is very well fleshed out. I didnt read any tutorials or instructions but the game was pretty straight forward. Great work. Would love to work on it with you (im a sound/music guy). Overall great game and project cant wait to see more.
Thanks for the feedback!
I'm sorry, but I'm already working with a person who writes music and sounds:(
I gave it a try out of curiosity and was pleasantly surprised to find it’s a really engaging dungeon rogue-like card game that’s hard to stop playing. That said, I noticed a few areas with room for improvement. For example, in the mid-to-late game, there seem to be fewer weapon cards available, which can make it quite easy to die unexpectedly. Also, the number of card slots feels a bit limited, so I’d love to see an option to purchase additional slots in the store. Lastly, the amount of gold earned during the game is somewhat low, making it possible to buy only one or two items per visit to the shop. Looking forward to seeing what the next update brings!
Thanks for the feedback!
I will consider your wishes:)
Incredible concept! Really love how everything looks and feels, as well as the challenge. Would love to see this project continue!
Thanks! I will try my best :)
Been recently playing this game on my android tablet & so far the farthest I've gotten is 25/30. Question, are those characters that are clocked in mystery unlockable/ playable? I want to keep trying to beat the game.
Only two characters are available in the current version:(
Dangit! Maybe on next update there will be more? I'm enjoying the game so far. there's a lot of strategy involved. Hope for more stuff for this game.
I'm not sure if new mechanics will be added in the current version, just bug fixes. All content changes will be included in the full steam version
https://files.catbox.moe/v61jwy.mp4 finally I beat it!
Cool!
There are two bosses left:)
And another victory for me, this time with the Knight!
I had 35 armor on the final boss, and just used Scouting, grabbed all the mana potions and cast my ability 3 times and he was dead. EZ, no hits taken :D
(not sure if the ability is supposed to only work on undeads, but currently it works on everything and it's busted-overpowered AoE that deletes everything)
P.S. I think the victory screen should show your final stats (HP, MP, Stress, Hunger), as well as the character portrait and Trinkets. Maybe also gold. I forgot to screenshot these things before killing the boss.
I agree, this ability needs to be balanced, because it's very easy to play
Good advice about the final screen:)
Thanks!
Demo on Steam is not avaible, check it from regular user please and fix it...
Yes demo on steam will be released later
I liked it! Game visuals are good. I completed it on my first try as the knight, though the early levels felt too easy for me. The field system is cool, but I wish there was more interaction with it, there are cards that reveal enemies, but none that show traps. It often happened that I could choose an interesting book, but since I didn’t have a weapon, I had to take one instead.
In terms of strategy, it seemed much more beneficial to clear each level rather than rushing to open the door and move to the next floor. I think it would be interesting to have gameplay where, instead of killing enemies, you try to sneak past them (maybe a separate class for this?).
Also, at first, it wasn’t clear that food and armor cards just need to be clicked rather than dragged onto the character. I lost a few cards because of this, I thought it was a bug.
In my opinion, the relics in the game have very weak affordance. For example, the very first item, the pickaxe—it’s completely unclear that it reduces hunger. If you look at "Slay the Spire", the purpose of relics is much clearer there. Yes, it’s hard to guess what an item does without a description, but after reading it, you think, 'Oh yeah, the way the item looks is connected to its effect,' which makes the description easier to remember.
I hope my feedback helps make your game better.
Thank you for such a detailed review!
I beat it my second play thru. That boss jumpscared me lol
😄
First try: I was super lost about how to play, lost a lot of card thinking you play them by dragging them on the hero... but strangely that just destroy the card? ô_O Some other weird details made the game not enjoyable
Second try: I understood how to play. I get used to the weird details to focus on strategy so I finally enjoyed the game. :) Somehow got 95 armor at end thanks to the starting relic so I almost one-shooted the boss with knight ability lol
Maybe some kind of tutorial/example tiny dungeon to help a new player?
What I call weird details:
- That a free slot is needed to play some ressource card on the field, especially gold. I don't even see how could a player want to first get the gold in hand before playing it
- The hunger bar, health bar etc. are important and you need to always check them, but they are so tiny and the number are tilted while there is so much space to make them more easily readable!
It's just my personnal thoughts I give if it can help because I finally like the game :)
Thank you for such a detailed review!
The tutorial is currently in development. Ans yes, something needs to be done with scales and numbers :(
THE BEST GAME EVER!!!! PLS UPDATE THIS PLS I NEED MORE!!!!!
Thanks!😊
This game hits a sweet spot between engaiging and relaxing. Its just difficult enough for you to replay it but not too difficult as to frustrate. Personally, I find this game pretty adictive and a cool Concept. 10/10 Looking forward to more games!
Thank you for your kind words! :)
J'ai adoré, il est dans mon top 5
Merci!😊
Good game , i enjoyed playing this game
Thanks!
I'm glad you enjoyed it :)
Show post...
Good game
Thanks!
Hey, I finally got the ball rolling with Knight!
I managed to snag around 100 armor by the end and 1-shot him with my ability. I DID want to do another test to see if Scouting instakilling yourself was a bug or not. It was the Orc(?) boss that gets stronger overtime, but obviously he wasn't really able to do that, lol. I don't really have much to say on what balance should be changed or not. Though hunger becomes a non-issue once you've stacked armor to that point, so maybe that? One suggestion though, I would absolutely looove a summoner/necromancer-type class that relies on captured enemy cards to do damage rather than weapon cards! Another question, is the art all your own work, or did you work with/commission an artist for them? It really does fit the game well.
Congratulations!:)
The Necromancer class will be in the full game. Yes, this boss orc increases attack, but the boss balance will be reworked.
The artists who drew can be viewed in the credits, there are links to their profiles.
Thought I was the boss, then I learned who's the actual boss. I was not the boss.
Will play again, great game!
Edit:
Wishlisting on steam,
Thanks!
hahaha...don't worry, sooner or later you will become the boss:)
Sweet victory
Great! Congratulations:)
Wishlisted on Steam! Awesome game, although I don't even have much love for the card game genre. Hope you will build more levels, stages, etc.
Thanks!
I will try not to disappoint you :)
The game is really interesting and fun to play, but I noticed some problems.
The hunger bar is an interesting idea, as a mechanic that punishes players who turn over all the cards in a row, but since there is no way to know the position of the exit, enemies, etc. (without using cards) the hunger becomes impossible to avoid and starts to feel unfair. If there was a way to calculate approximately the position of certain cards like in Minesweeper then the player would be faced with the choice of thinking and avoiding most of the fights or tanking it. Smoke bombs have the same problem, if you come across one it is potentially game over and it is impossible to avoid them
Thank you for your feedback!
To solve all these problems, you need to use the found cards correctly:)
There are times when you just don't get lucky, but this is a roguelike, so it happens:)
That's so fun!
Thanks!
A very cool and polished game. Really enjoyed it even though Im not even these types of games. Keep it up
Thank you 😊