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(+1)

this is suprisingly clever, I'd love to see this expanded upon

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(?).
  • Explain what the green bar at the top does.
(1 edit)

How-to-play suggestion: 

  • Destroy all enemies to complete a wave. 
  • 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.