A downloadable Deckbuilder

Dimension hopping is nothing new to you. One world after another—ruins, monsters, magic, the same tired dance. But this time, something feels... wrong. You’ve stumbled into a dream—not just anyone’s, but the subconscious mind of a lesser succubus named Lethara. In reality, she’d be little more than a footnote. But here, in her own mind, she commands everything… including you.

She’s watching, of course. Playful, amused, wearing that lazy smirk of someone who knows they’re in control. She arranges a gauntlet of towering opponents—each encounter another carefully crafted scenario, designed to see what you’ll do next. Grow, shrink, fight, submit—it makes no difference to her. Every shift, every struggle, every stumble is just another delightful scene in her endless playground. And through it all, Lethara lingers—grinning, half-lidded, her giggling laughter slipping through the cracks whenever things tip from struggle to spectacle.

Mechanically, this is a roguelike deckbuilder where each battle unfolds by drawing cards to generate resources; buy stronger cards from your personal shop, and adapt to shifting size dynamics. Your height relative to your opponent determines which cards even appear—some options only unlock when you’re tiny and helpless, others when you tower over your foe, while your opponent also reacts dynamically, changing their move-set based off their size relative to yours. Get ready for a cruel economy based battle-fuck system that forces you to refine your deck or be crushed—literally or figuratively.

 If you want to follow development, offer your own depraved ideas, or just stay informed as the game takes shape, join the Discord. Community feedback is actively shaping the content and balance, so if you want your voice heard—or a fantasy indulged—feel free!


Also, I'd like to shoutout other similar creators in the sphere that I took some inspiration from! Especially with how Itch has been hazy on listing NSFW titles these days:

https://neinalen.itch.io/

https://nicksav.itch.io/

https://orachi.itch.io/

https://apollo-seven.itch.io/

Disclaimer: This game uses AI art.


https://discord.gg/cH5xHzUzWP

https://www.patreon.com/YrelReversal

Updated 23 days ago
StatusPrototype
Rating
Rated 4.5 out of 5 stars
(58 total ratings)
AuthorYrelReversal
GenreCard Game
TagsDeck Building, giant, giantess, growth, macrophilia, NSFW, Roguelike, shrink, shrinking

Download

Download
Dwarfing Dreams 0.2.0.1a.zip 206 MB
Download
Dwarfing Dreams 0.2.0.1a.arm64-v8a.apk 179 MB
Download
Dwarfing Dreams 0.2.0.1a.armeabi-v7a.apk 178 MB

Install instructions

Extract the .ZIP, then run the Dwarfing Dreams.exe

Development log

Comments

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Viewing most recent comments 1 to 40 of 41 · Next page · Last page

the detail put into each state is appreciated. really is a very pleasant experience to play. Thank you for your work.

(-2)

Why haven't there been any updates for so long? Are you planning a major update or are you just taking a break from development?

(+1)

The next enemy; Daisy, is coming, which requires far more work than prior updates. rest assured, work is still being done daily :D

Wonderful! I am very glad to hear that the update is in full swing. I'm looking forward to new updates.

(+1)

Really, really interesting concept! I'll end up as smaller as of the girls, with a premise like this... Hope to see some stomp and foot worship scenes later down the line!

(1 edit) (+2)

Awesome! To include size coherence in a battle can be complicated, and not only you do it fine, but you also add so much details and changes for immersion and so much variety of situations. I played for hours to explore all the possibilities and be sure I savoured all of that great work. There is so much passion and care, it would be a shame not to!

I also like how the succubus point the things herself for the tutorial. She's cute!

(+1)

I hope more vore content is planned for future monsters. it was the entire draw for me to bring me to this game. (or vore based game overs :P)

Great concept, Can't wait for more. :)

(1 edit) (+1)

I noticed Slimantha can play "Even More Me" as all her cards, which doesn't break but just doesn't do anything.  

Is there a way to see effects from the previous enemy turn?  Like if she plays the one that damages you when you play a card.

(+1)

Not currently, no. A proper history log and a buff display are coming though. The "Even More Me" part is intended, what's a card game without variance lol.

I need some submissive giantess art and cards when you are winning with sub, but you are bigger than, like taking damge grows you or you heal them but you grow. 

The art cards can be in reverse, like you looking down at someone with them holding your leash

found few bugs in 0.2 update. played just one game, so cant confirm them 100%

card "giant lick" shows Delta>240%, but it worked when i was smaller

new potion cards for mage sometimes have value way over 40 and stay in deck. for example healing potion had 160 heal

if i find more, i'll reply under this comment

Size Deltas on cards determine when you can buy them, not use them, healing potion is bugged indeed, it'll be fixed in the next balance adjustment patch.

can you fix it for Mac it doesn't work

Sorry, I don't have a mac device to test with :/

(+2)

I wanted to beat the game with each character before I made a post, I've only lost with Reese so far in order to test the mechanic of breaking the game which while I enjoyed the scene I didn't like that the game punishes you for using the mage's mechanic.


All the decks seem pretty balanced (besides Reese), I think most of the negative feedback comes from people who haven't played a Dominion Style game before.


I think you should remove the mechanic that punishes you for using the mage mechanic to get infinite draws. I also think a clearer UI for what Slimantha is using would be nice as it all resolves immediately and it's sometimes hard to tell what happened.


Definitely love the game so far! Looking forward to some more scenes and possibly some animation loops?

(1 edit) (+1)

the first level isnt beatable with starting deck

you have to get 200% to do any damage lol

(-1)

Join the discord! The games a little hard to approach, especially because I'm balancing for a wide range of skill levels, and the server has a good amount of TCG players, swing by and some people can help you out with the shrinking game plan!

(2 edits) (+3)(-5)

"Balance feedback by career TCG players" explains the OP's comment. As well as another checkmark for "H games make me want to go back to Sekiro, actual roguelikes, or other 'hardcore' games for easier input timing/grind than a horny game" design habits.
Which in turn, reminds me of how often "Join the discord" ends up reduced to "Please stop putting the gameplay problems (or bugs) in a publicly visible location" and everyone claiming to be surprised by "unforeseen problems" at a rocky launch reception.

(2 edits) (+1)

Thanks for the feedback. Dwarfing Dreams is built as both a fetish game and a roguelike deckbuilder, so it won’t feel like Sekiro or a pure TCG. Balance is important to me, though, and I'm still working to make sure the card pool and stance system have real depth for players who want to push it, while still making it approachable to new players.

The Discord is meant for deeper discussion, not to hide problems. Public feedback is valuable, and I am using it to spot and address rough edges. The goal is to deliver on fetish fantasy while still giving meaningful tactical decisions, and I’ll keep tuning as players dig in. Sorry you didn't enjoy the first alphas.

The next update will also add proper difficulty options on top of the debug character that’s already in the game, so you can tailor the challenge to your comfort.

(+3)(-1)

Ah yes, Sekiro, the universally beloved fetish deckbuilder??? Bold comparison.

For clarity: this game is a roguelike deckbuilder, not a AAA soulslike, so things like 'input timing' and 'grind' don't even apply.

I'm not sure if you actually played through the tutorial, but if you did, and actually paid attention, you'd see that the starting characters are perfectly capable of beating the current content, some easier than others.


As for Discord, it's not a cover-up, it's where bug reports, balance polls, development teasers, and suggestions are posted, in plain view. You know... feedback?

So, if you've got concrete thoughts on the card balance, or anything really, by all means share them. If not, Sekiro will always be there to scratch your itch for fetish oriented deckbuilding games?

(2 edits) (+2)

your game is interesting but too difficult.i even can't beat the first level.

actually my card skills isn't good :)

however,your idea is so nice and i feel so surprised.

hope your updates

(+2)

The game feels so good to play right now! Great job with the updates!

(+1)

Interesting idea for a game. Curious to see how it goes in the future, though for the current state here's my thoughts. Basically all types need more cards/variety/effects to make gameplay interesting, beyond a first couple games, but the core idea is here.

1. Magic/mana path, pretty lacking. You just draw more cards, but they don't do anything else so if it's your primary you start week, end up on the backfoot, and only can stream roll potentially later on (but if squished/sat on/gooed not even that well potentially, also it punishes you for drawing too many cards in one turn). Magic needs something else, special debuffs, shrink spells, grow over time, growth on enemy card/action for X turns, shields, something more than now. The slime specificly counters this build, with moves that make you take damage on using more cards, or for drawing things out when they get bigger.

2. Physical/health, didn't try this character, but looks middeling from a glance.

3. Pride is very powerful. It heavily comes down to the first two or three turns, but if things go ok then you steamroll into auto win very easily against the current enemy. With more height, they dont do damage, but play catchup cards. But every grow card also is a draw card, so you can just keep going up like doubilng height each turn, if not more. Mixed with then some good debuffs to limit enemy actions once bigger, and now you branch out to others for actual damage but ya it seems easy.
The part there's no real growth cards that dont rely on you being bigger already beyond the one or two you start with in her deck though means if you miss turn one or two, you just lose. If you get a bad turn 1 draw, and slime starts with growth and double card effect you basicly lose just like that. No real catchup mechanics in built, and way too much steamroll once over build (but enemy doesn't damage you once you get ahead well so works fine).

4. Subservant one is fairly good, played once for easy win, you give up some height, but also can start dealing damage right off the bat. It's just a steady damage output that scales up at an ok rate, but likely out damages the enemy, just carefull if they start grabbing you and locking your cards out near the end. No real counter play to those sadly.

5. Servant/special type forget the name (foxes deck) is also alright. While most of those cards are for catchup it feels like, taking damage to take a bit of height, and honestly I never use them, the ones she starts with that just steals height are good, and also help drawing cards. Quickly turned into a hybrid build since you can easily spec into any other card types quickly from her to bring n damage or draw 4 cards to help as you need making it the most flexible.

(+1)(-2)

Although i do not agree with everything you said here, it would be best if you joined the discord and discussed it there. Yrel is very open to suggestions and will always ask for some opinions before posting an update to help try to balance weak/strong cards. https://discord.gg/cH5xHzUzWP

(+3)(-4)

obligatory "shame you used AI art"

That being said, pretty cool concept and visually neat UI

We need more growth card game, it's always fun and it goes well together

The story seems promising too, even if there isn't much right now


It needs a lot of balancing, tho

1. the slime girl keeps healing herself and nerfing us, but we can't do it ourself, which makes us heavely underpowered

2. the sizes snowball like craaaazy, since it's in % everytime it quickly gets to a point were one of the two character is way bigger than the other and it's gg

3. some characters have less HP for more arousal, but since HP are targeted way more often, those character are kinda useless (unless I just didn't find the correct strat)

hope it helps !

(+2)

Requires immensee tweaking, haven't figured out how to beat THE FIRST LEVEL despite this being a demo. Art is good but that isn't hard with AI art. Has a good premise but again difficulty tweaking is necessary, at least for me.

(+1)

There will be some tweaks in the future, however each character is currently able to beat slimantha (the first and currently only enemy). The key is playing into each decks strengths to win. If you require specific pointers i would recommend joining the discord and asking for help. https://discord.gg/cH5xHzUzWP 

(+2)

Seems like a good game, but I can't beat the slime no matter what card I buy.  I have been trying with Reese.

(+3)

Also I hate to be that guy, but if you like the game, tell people about it! I'm very bad at advertising, so word of mouth is one of the best ways you all can help the project!

(+2)

I really enjoy replaying every update but I think some characters are just better than the rest.
I have only been able to win once with Reese, I've gotten a few wins with Cellica (actually got to like 3,452 feet tall in one game with her lmao), but I have yet to lose as Tess.
I get that not all characters are gonna be created equal I'm mainly posting this because it was such a slog to get a good game with Reese (and even then I barely won).

(+1)

Im not seeing the android version in the downloads...

Sorry! I was just in the middle of swapping over to 0.1.2.5a (A couple more fixes and a Tess sprite swap), they're back up now!

(+1)

Understood, thank you for your hard work and take a well deserved break.

(+3)

Without exaggeration, the best size game I have ever seen. To say that before defeating the slime I lost somewhere 10 times? Well, okay, at least even a loss feels like a win. I hope you continue to develop this game, I wish you good luck. Maybe soon I become patron just for support you

Thank you so much!

(+4)

One of the best size games, and it's still just in alpha. Can't wait for the full release.

(+1)

Thanks for the kind words!

(1 edit) (+2)

The game is great, and very refreshing, especially how you are smart enough to put such concepts together into a working game. Brilliantly done. Although, would you please remove the newly-added screen shaking? It's inducing motion sickness and headaches.

Alright, I can add a setting to remove it, sorry about that

YReversal wheres your discord?

The link is posted on the project page, but here

https://discord.gg/cH5xHzUzWP

Помогите разобраться я ни как не могу научиться играть в эту игру 

(+3)

this game has insane potential dude 

(+6)

Glad you liked the alpha! stay tuned for the next update coming this week, its a sizable one.

Does the game work on mac? Cuz I cannot install it properly

Sorry I don't own a mac, so I cannot test. I was just trusting unity would be true to its word and work >.<

np, just wanted to know if this is problem on my side or not.

Seems that the penalty cards for draining your deck multiple times in one turn are not included in the card preview. Is this intended?

Intended, in the future the compendium will have a way to view tokens, but not yet.

Got it. Really like your intro story and the lines after the effect of the cards, it's fun to read them during the game play. Look forward to the stance system and further exploit of the Δ system.

Might I make a small suggestion of making damage reduce lust while adding lust heals damage. To direct players into a more focused combat type while reducing the risk of a quick stomp from the opponent. I have noticed that most of my losses have been to 0 hp and 100 lust at the same time.

(1 edit) (-2)

Wtf why did you removed the volumen from the game by default? I can't change It, although I change the bar here It doesn't change the volumen, so theres not sound 

(1 edit) (+1)

I didn't remove volume. The game has never had any sound, sound is being added soon, this is a 0.1 alpha, things are slowly being rolled out, please be patient.

Ok, thanks for the information

(+2)

Tried it, and being like a demo, it's absolutely freaking awesome! Tons of potential and amazing execution! 

Looking forward to it's development!

Hey,this game is great so far! I played every character and the hardest one was definitely the yellow one (I forgot the name) I hope the game gets updated soon!

PS. I wish there was a sandbox mode where the enemy doesn't deal damage so you can test out strategies/just mess around

check out the question mark hidden on the character select screen ;) Glad you enjoyed the alpha!

Deleted 50 days ago
(+2)(-5)

This game has a great concept, but I really hope the AI images get replaced later down the line as they're a massive turn off right now

(+3)

Okay, I've just played through the demo with every character and here is what I've found:

Positive

- I love the story and the images and how everything is set up. It would also be cool, if you'd make the curves bigger if they grow bigger
- I love the mechanics of the card types and how you can combine them.
- The UI is bug free, smooth and super clean, only in the shop it is a bit confusing

Bugs

- Whenever you have two identical cards in your hand, it will always choose the leftmost of them. This makes it look like the game is choosing cards you didn't selected.
- The stronger green cards you can buy deal less damage than described (10 and 15 instead of 12 and 16)
- When losing, it always shows the bad ending with the blue character.

Balancing

- While it's great characters have their own specific cards, you shouldn't lock healing to only a single character.
- Since you can't have healing cards, playing any of the red height draining cards is super risky and most of the time not worth it
- And since playing red cards is super risky, the entire idea of the pride type becomes useless, making it by far the weakest type to play with.
- The characters are super unbalanced. Red was easy, purple was extremely easy and with green, I've won literally in the second turn. Yellow and Blue on the other hand were extremely hard, especially yellow. I needed to reset the fight over a dozen times, because the slime would easily outgrow me every turn, making my deck useless
- While having a universal type is great, I don't think it's a good idea to have a starting character with that type. Maybe an unlockable one, sure, but with a red character as a starting character, getting any cards is way easier than with any other character.
- Cards need more versatility and utilities inside their types. Restricting them to do only one thing makes some types more valuable than others. For example, you NEED green or purple to win, while yellow is pretty much useless and red is only good for the fetish content.
- You need ways to remove cards from your deck. Over time, cards become useless and need to be replaced, other times, you can pollute your deck with too many weak or free cards.

Other Suggestions

- Please make a small view when hovering over a card that shows it in detail. You can not read any of the card effects when you have too many of them in your hand, which is quite easy to do with blue or yellow cards.
- Add royalty free music. Leaving the game mute is quite odd. If you don't know how to make or commission music, it is not a shame to use royalty free music.

Over all, it is a great game and I can't wait to see progress on it. You've made a great fundamental design, it only needs to be tweaked with more knowledge and research about how to design cards.

(2 edits)

Here are some ideas of mine how to improve the types:

Blue

Turn blue into a complete utility card type, but make it easy to get useful cards. It could include drawing cards, discarding cards, healing  and removing status effects (if you plan any)

Green

Green is already as good as it is, but It could be more around the character itself, so stat boosts or blocking would be great additions.

Yellow

Yellow should be all about being dominant and better than the enemy. The base idea is already great, but very situational, so cards about worship and gaining height just for being awesome would be cool, while also being the type that can farm points the easiest to show the greed of pride.

Purple

Purple could lean more into submissiveness and lust. You could be able to shrink, increase lust and inflict lust upon yourself to do damage or do other effects.

Red

Instead of red being a universal type, it could all be instead about leeching of anything from the enemy (health, stats, height, cards, etc), while also being the one type that is able to inflict damage passively through thievery and mischief (poison, bleeding, paralysis, etc).

Black / White / Other color

Introduce a new type for universal. It should only be accessible through the point transmutation to show tribute to Lethara and could theme more around Lethara giving your her blessings for the battle for giving her tributes. This could include field effects, buffs for you or debuffs for the enemy. 

(+1)(-1)

At least at this stage, intensity alone is quite unnecessary. Because the only enemy is simply too targeted. Really, I think blue is actually the strongest. Because blue comes with a lot of card draw, and blue can be traded for a lot of card draw. As long as you have the ability to over empty your library, then OTK is basically a nail in the coffin. After all, the penalty mechanic for over-emptying the library only really becomes a threat very late in the game. Because of this, at least at this stage, the inclusion of card removal is obviously a bit too powerful. I'm in favor of putting Just At the very least, the authors had to separate the different types of cards first, or else limited capture filter draw is almost a given when you can get a higher cost.

(3 edits)

Saying blue is the strongest due to card drawing and then saying card removal would be too OP is kinda a contradiction on it's own, right? If you could draw the entire deck with just blue cards and be left with weak cards in your hand while you play your combo, it doesn't matter much if you could remove cards from the deck you won't play anyway. I say blue is useless on its own without the proper cards you have to buy first. On the green character, it could be pretty powerful as her card is basically a free nuke, but on yellow or blue, I couldn't find any use for those cards.

(1 edit) (+1)(-1)

I think the point you're overlooking is that as long as your library can complete an idle, you're basically OTK. in the current level, the only thing that limits you is growth rate. The only reason it's hard to find a use for it in yellow and blue cards is simply because your enemy has a terrible card that halves blue and yellow energy. Initial. This will greatly affect your run speed. But as long as the overcards keep up, then you can theoretically run indefinitely. The first time you pass an empty library, you only have to compound the cost of 1 drop of blood that is better than nothing. You can replace all the energy you've saved up with generic premium red cards and supplement your draws appropriately to make sure you can still continue to turn the deck empty. The cards you buy in the store will all go into the deck, leaving you with no “weak” cards in your hand. You'll just be grabbing more and more high-level damage and high-level red cards as you go along. Of course, it doesn't matter if you don't grab high-level red cards, you just need to spend a little bit of red energy to buy high-level purple energy, and then use the high-level purple energy to buy high-level purple cards and you're done. As long as the deck is running, you'll make more and more money on your costs. So adding removal cards is a terrible thing. Because right now the only thing that can interrupt your running is if the filter draw ratio isn't high enough coupled with not enough luck to cause the deck to stop running with tons of high level energy cards and high level damage cards, otherwise your deck just keeps spinning indefinitely. On top of that In fact, I've been able to grow to a height of 6km in just 3 turns using purple characters that take advantage of the fact that it's easier to rack up purple costs now, and that's with a hand so full of cards I can barely see them anymore

(2 edits)

Then... instead of blaming removal cards, how about blaming the sytem itself for being too abusable? If you already think this system can be abused in numerous ways, then blame the system and not one type of card. I can guarantee you, the more cards and systems the dev will add to the battle, the more fragile the card shop system will be, lol.

That's why I proposed a split from red cards being universal cards into their own card type, because the universal card type system is already busted.

(+2)

No way this gets released the moment I was done with Growing Rivalry, another card-based growth game.

(+3)

There might be correlation there lol, I was getting pretty tired of GR, that was my big incentive for the game.

(+1)

GR is good, its just developments stagnated a bit and its very limited by RPGM

On his patreon, he said he is done for now and left the game after a terrible rebalance, which made it so much harder, if you don't know the exact combo to progress.

What annoyed me was the dozens of UI bugs and softlocks you can brick your save file with. The card UI is also pretty buggy and laggy, but that's because the official plugin he uses is just that bad, lol.

I have over 40 or 50 hours on this game myself, and I was getting tired of it after the fifth or so event softlock.

(+1)

Honestly, this game is fantastic. I haven't played a game this fun in a long time. But then again, the game does seem a little low on overall completion at the moment. Since there's only one level available, the enemy difficulty in that first level feels a bit lower than usual. Of course, I understand it's just a demo—but precisely because it’s a demo, I think there should be a reduction in the number of special statuses/keywords used, especially since I’m not quite sure what some of those keywords or effects actually do.

Standardizing descriptions is quite necessary. Providing clear and consistent wording, and making sure important information appears where it’s needed, is equally important. Also, I think the number of enemy attacks is a bit too much—it makes the overall combat flow feel a little... cluttered. Sometimes, I feel like if enemies only used one card per turn, it would help reduce the information density significantly.

A lot of enemy cards don’t really synergize with each other; in many cases, it feels like they’re just stacking random effects. I think it might be better to make individual enemy cards stronger, but reduce the total number of effects each turn, so the pacing feels less overwhelming.

It would also be nice to have clearer feedback for injuries. For example, when I’m swiping or checking values, my attention is mainly focused on the cards. As a result, I often miss when I take damage or heal, simply because there’s no noticeable feedback. Having at least some kind of hit confirmation would be much better than nothing.

That said, I didn’t get a very clear sense of the difference between HP and Desire during my playthrough. From what I can tell, Desire feels like a variant of HP—just used by characters that are more focused on that resource. But since many cards seem usable regardless of the character, it’s hard to see if there’s a meaningful mechanical distinction between the two.

Also… for a size-based game, how am I supposed to win without a good stomp or two? When I’ve grown to be thousands or even tens of thousands of times bigger than my opponent, I feel like it’s about time to end this farce myself~

Then again, with the way the current values are designed, it seems like both sides recover their sizes every time you start a new battle. I can see why that’s necessary for balance—but there’s something a little empty about realizing all the growth you’ve earned is only “temporary.” And with percentage-based growth, things can escalate really fast—both for the player and the enemy. Once that size gap opens up for whatever reason, it just snowballs and becomes harder and harder to close. And because of the nature of percentage scaling, values keep accelerating faster and faster. I only tapped the value a few times and already shot up to 2 kilometers tall. That’s… a bit much. So I think a better system might be to rely on fixed-value growth, and have both sides gain size only from each other whenever possible. That way, you avoid extreme inflation.

By the way, do you need any help with UI design? I don’t have much experience in that field, but I’ve worked with art before, so I might be able to assist a bit.

(+2)

DISCLAIMER, I WILL NEVER POST LINKS IN THESE COMMENTS! DONT DOWNLOAD ANYTHING YOU SEE HERE!

(+2)

First of all, great game! Bang up job for an alpha 10/10

As for feedback:
- Even if I select "metric" in settings, the bio of the characters and intro stories still show imperial units
- During the intro stories, while the height comparisons to other physical entities are enjoyable, I'd love for it to reference standardized measurement units more often.
- The only way to advance intro stories seem to be with a left click. Pressing enter or space bar would be cool too
- I love the size flavor text you have incorporated into the tutorial explanations. Absolute banger. 
- During gameplay, while the size delta is the only thing necessary for gameplay, I'd love for my character to be displayed in full graphics next to my opponent for a much more real size disparity representation... #height_comparison (even though I understand you wanting to play with perspectives)
- I don't find it very intuitive that whenever I select a card, the card that gets played is the left most card in hand with that same title
- Right now, when I hover over a card it doesn't zoom in enough for text to be readable. When learning about new cards I have to individually right click each one to read them. I admit the graphics are very intuitive and should allow for fast memorization of each card's effects, but I thought it should still be pointed out in favor of accessibility and responsiveness 
- I don't think it was explained in the tutorial that the maximum amount of cards you can hold in hand is 7
- It's absolutely impressive that in a game of "growth" you've found an amazing way to be able to succeed at the game while playing from much smaller stature with cards that benefit that sort of gameplay
- The "Viscious Rivalry" card is awesome
- The way to exit the card compendium isn't obvious
- Every time I re-open the settings it seems to default to "Hybrid" measuring units

I absolutely adore this game and can't wait to see how it evolves into a fully featured card game! Keep up the awesome work

Thanks so much for the review! Thanks for letting me know about the metric inconsistency (I honestly just forgot about the character select screen in my implementation >.<), I'll add space bar for text advancement, its an easy addition.

A "Mirror" function is on the way, so you can see your character's sprite next to your opponent's in an accurate to scale environment.

The left-most card getting played is a bug, around the 10th is when I'm dropping the next update, and it has a fix.

7 is your hand size per turn, but you can draw over that limit, but I can add that to the tutorial for sure.

(+1)

Awesome! Can't wait for the mirror function. I understand that visually it would make sense to have the environment adapt to the scale of both the characters and the background according to POV but it's such a development trap... I'd totally be ok with a static background just as it is right now <3

As for the hand size I really thought we weren't able to have more than 7 cards in hand but I see now I'm wrong so I don't really see a need to have it explained in the tutorial. Thanks!

The Card Compendium either doesn't have or is very hard to find way out of the card listing page.

(+1)

Press ESC; Left click on "return to title (progress will be lost)"

It's not obvious but it's there.

yeah, that's my bad, next update I'll have more clear controls posted

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