i kept forgetting where to buy heroes in a fort or inn. would be nice to have a way to know what an object offers before going there. it's okay to leave it for player to discover for the first time, but after that a tooltip or something would help a lot.
Really enjoy this game. Simple but has enough pieces to allow tactical play. The cards are adorable.
Some small ideas:
When you have no money, the temples will still give you blessings. I abuse the hell out of it but it should probably be fixed.
When you win, the end screen feels lackluster. More than the game has ended than you have achieved something. I recommend losing the 'one more turn' option and making the 'you saved the village' bigger.
Lose the 'one more turn' when you die on medium and hard. Allow failure.
Give more time for the big bad to arrive in easy and medium. If you are losing the 'one more turn' on a win, this gives players more time to explore.
On hard mode, have three big bads. Stagger the timing so it's one thing after another or that saving the village from one will trigger the next.
Simple, great way to kill an afternoon! I loved running around and exploring the board, and randomly generated boards keep it fresh. There is a lot of places to interact with, and they do a lot of interesting things. Combat is simple, and there is a variety of enemies that drop interesting loot. All sorts of heroes help, ranging from simple attackers to support roles like farmer and alchemist.
The tutorial is quick, and the game feels intuitive. When I first started, I had an inkling of what was going on, struggling a bit to balance health and exploration. I really REALLY appreciated the game for giving me an option to continue after dying, or not just game-over'ing me when the dragon was burning the kingdom. As I got better, I made myself play it like permadeath for that extra sense of accomplishment.
When it comes to fighting the dragon, there are actually plenty of ways to go about winning, depending on the map. If there is a lot of enemies near the kingdom, grind them. If there is an abandoned mine, grab all the gold. This game feels like a good test of opportunism.
This game would love a campaign or adventure mode. Well, the map is already randomly generated, but a variety in the objectives might extend the replay value.
The music and art give the game a relaxing vibe, and I very much enjoy it.
Honestly, I really like this game a lot. The only critique I would have is that I would wait a bit longer before the big bad arrived on the board. right now as it is there is barely any time to explore and power up before it arrives. I would say around round 10 - 15 would be a good range to introduce the threat. that way there is some time to level up your party.
Great work on this little game! I think the main gameplay loop is pretty solid. Balancing and quality-of-life improvements are what I felt are there to a degree, but could use even more work.
I appreciated the help messages that came up on my first playthrough. I also liked the hinting over enemies as to what was in reach and its health. I would like to see info on what I can expect if I travel to a particular location before getting committing to go there.
I had the unlucky experience where I was getting punished more by the random events after each turn than for any tactical mistake I made during a campaign. I also encountered a bug with (I think it was) the mace card not working; it never gave the option to discard two cards, and just discarded itself.
Played through about 3 games, so that counts for some level of replay-ability. Lastly, I found the art for the heroes, enemies, and some of the locations to be pretty charming.
The Mace card was indeed bugged - thanks for pointing it out. I've changed how it works in the latest version (I fixed it, but picking two cards from your hand to discard would always be a little clunky)
← Return to game
Comments
Log in with itch.io to leave a comment.
nice fun gameplay ! thanks
i kept forgetting where to buy heroes in a fort or inn. would be nice to have a way to know what an object offers before going there. it's okay to leave it for player to discover for the first time, but after that a tooltip or something would help a lot.
Really enjoy this game. Simple but has enough pieces to allow tactical play. The cards are adorable.
Some small ideas:
Simple, great way to kill an afternoon! I loved running around and exploring the board, and randomly generated boards keep it fresh. There is a lot of places to interact with, and they do a lot of interesting things. Combat is simple, and there is a variety of enemies that drop interesting loot. All sorts of heroes help, ranging from simple attackers to support roles like farmer and alchemist.
The tutorial is quick, and the game feels intuitive. When I first started, I had an inkling of what was going on, struggling a bit to balance health and exploration. I really REALLY appreciated the game for giving me an option to continue after dying, or not just game-over'ing me when the dragon was burning the kingdom. As I got better, I made myself play it like permadeath for that extra sense of accomplishment.
When it comes to fighting the dragon, there are actually plenty of ways to go about winning, depending on the map. If there is a lot of enemies near the kingdom, grind them. If there is an abandoned mine, grab all the gold. This game feels like a good test of opportunism.
This game would love a campaign or adventure mode. Well, the map is already randomly generated, but a variety in the objectives might extend the replay value.
The music and art give the game a relaxing vibe, and I very much enjoy it.
Honestly, I really like this game a lot. The only critique I would have is that I would wait a bit longer before the big bad arrived on the board. right now as it is there is barely any time to explore and power up before it arrives. I would say around round 10 - 15 would be a good range to introduce the threat. that way there is some time to level up your party.
Do you have a Discord or a mail where I can reach you?
This was a lot of fun. I could see this being a physical tabletop game with hex tiles like Catan so the board is different each game. Very cool!
Really cool, thank you !
would love a endless mode where new threats appear, other wise amazing.
Great work on this little game! I think the main gameplay loop is pretty solid. Balancing and quality-of-life improvements are what I felt are there to a degree, but could use even more work.
I appreciated the help messages that came up on my first playthrough. I also liked the hinting over enemies as to what was in reach and its health. I would like to see info on what I can expect if I travel to a particular location before getting committing to go there.
I had the unlucky experience where I was getting punished more by the random events after each turn than for any tactical mistake I made during a campaign. I also encountered a bug with (I think it was) the mace card not working; it never gave the option to discard two cards, and just discarded itself.
Played through about 3 games, so that counts for some level of replay-ability. Lastly, I found the art for the heroes, enemies, and some of the locations to be pretty charming.
Again, great job!
Thank you for the feedback!
The Mace card was indeed bugged - thanks for pointing it out. I've changed how it works in the latest version (I fixed it, but picking two cards from your hand to discard would always be a little clunky)
very entertaining game, though it lacks replayability
Please, make a downloadable version for PC.