The idea is novel and brilliant. Nonetheless I have a few suggestions:
The card-playing process is too random. Having no means to improve my chance of getting 11, I find the best strategy to be spamming cards, which is not engaging and frustrating with bad luck. I suggest instead of directly playing the cards they draw, the player has a way, like catching or shooting power-up bubbles they've drawn with the fighter, to select which power-ups to apply.
The deck building process is too random as well. Some cards poison your deck, for example 10 busts with any cards except 1. After the first few waves I did feel my deck improved, but thereafter I am forced to accept cards that are useless if not harmful to my build. There is undoubtedly strategy element in keeping your deck clean, but better in building it strong.
Tune down screen-shake, preferably remove screen-shake upon enemy death so the player can have a better idea when they get hit.
The delete button (the bin) is redundant. Clicking has no effect outside delete mode(?).
After each wave you must choose to add a card to or remove a card from your deck.
In battle, play cards from your deck to power up. Common cards upgrade the specified stat for the specified amount. There are also special cards for you to discover.
Cards also add energy to your energy gauge. When your energy is exactly 11, the button to the left lights up; click it to absorb the played cards. This frees up your card slots such that you may play new power-ups.
If your energy exceeds 11, you overcharge and all played cards are discarded.
If your card slots are full but your energy is under 11, delete cards to play new ones.
← Return to game
Comments
Log in with itch.io to leave a comment.
this is suprisingly clever, I'd love to see this expanded upon
The idea is novel and brilliant. Nonetheless I have a few suggestions:
How-to-play suggestion: