cool idea. i think too complex start (too many possibilities). it would be good to give less option initially to build osmething that works. a bit like introduction. more restrictive but more involving.
existence_error
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first i was not sure if it has english, but no problem - maybe start default as english if its meant to be published in eu/us. i am not a fan of card games but i played little bit to see. look feels a bit ai (no judgement here), my advice is to generate art with code instead, make it original. so my rates are 1, 2, and 2x4, depends which aspect of the game. i hope my feedback helps. not to criticize but improve.
it is cool, i love the cute graphics and icons. i was not sure why i cannot move some tiles, they will knocking each other. also the explanations could be more intuitive, visual, not with text because it isa casual game, right? not rpg. but i think it isa nice blend between retro rpg and casual tiles breaker. i give plenty of stars.
I love this feeling game creates like from CAT company - the shoes I used (offtopic haha). SOunds and graphics and hud, all cool. how did you manage to build it all in such a short timespan?! it was hard for me to continue because i didnt get what should i do...i also could not twist properly, so maybe it is my fault or not easy to pick up, but i know mastering it would be fun!
the game is very basic and feels stiff in control/movement...
but on the other hand it has the undergoing mood and feeling that emerges i dont know from where. it reminds me that retro era perfectly because of these flaws. it can be a hardcore game if polished or just you know like keep it basic in some aspects. today many games are just smoother, with advanced graphics in comparison to old retro games, but those old were the ones we continued playing. now players are changed, experienced advanced games. so i think balance of modern and retro in these aspects would help you. which aspects of retro games difficulty should it keep?!
I am not a fan of this type of games, because it strips action dynamic game to imagination, like tabletop rpgs were doing back in the days, which is good on the contrary, but i cannot play anymore haha. even saying this i know it is personal experience, and i enjoyed how tactile initial screen is on click, how game looks, gui and graphics. visually it goes somewhere, nice. tips instructions were hard to read. and hard to find what should i drag to to turn on bind button. i think it could be more intuitive by being dynamic, time based, reaction time to avoid danger... or like slow motion and time warp in Super Hot
The first feeling when i heard music: This war of mine! and it was a good feeling for me :) I keep digging...
i think main concern for me is to have more control on how fire can move, now it feels like after soem upgrades it does not matter much where you start it, right? or am i mistaken? and initial upgrades came too quickly when i figured where to throw it to burn everything and earn coins. so yea the goal is spot spot the place with most flammable materials and watch it burn while upgrading between. so it becames easy to oquickly, maybe more complex labyrinths of zones would help. at least for me. but it lands very nearly my own game, so we are aligned in approach to how things work. it is very enjoyable to play, and it is the game that kept me the longest so far. i played only 12.
Wow, it feels like the game landed for you well.
yes thsoe early levels need to be reworked for the purpose of replaying them when you die, that is when it gets boring, not on first run i guess.
there were so many versions of progression and finding where something isnt working because of growth speed and amount of those kilelrs and its placement, that i still have to find those moments where somethign just cannot be win. so thank you a lot for finding this. i fixed already, but of course cannot udpate the game loaded on jam, haha.
I didn't want to give too much early, i am sure you are an advanced player, so i want this game to be more enjoyable for beginners, just need to make it more interesting as experience, more visual enhancement i think or soft things that grab attention on those levels. So yes, the shield later was a design decision. but also implementing more objects at this stage of development would destroy balancing and progression, and would cost me more time in development... so i could not afford it atm.
i will make the teleport pulsing :D on your request!
probably you didnt get the colorful destruction node yet!

