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i liked that this is the most straightforward prediction game of the contest, a think a lot have an idea of a 3 card prediction game state, and the way you handle gameifying past present future is pretty interesting. i enjoyed adopting the manual reading trying to figure out which card is relevant where. the atmosphere is also pretty conducive to the space of tarot, it definitely doesn't ask the player to draw many needless connections to get through the workload (of aiding the fate sick)

there isn't content to reward/guide the player for adopting a more strict playstyle so i devolved into sending two random cards after awhile (ending felt like the only thing i was playing for), so a little bit of flavor text would go a long way in informing the player (i get that i could find this information in my health bar, but theres a muteness to this choice for me). i also think how leftover cards are handled feels a little awkward, you dont keep "bad" cards that maybe you wouldn't normally play (closer to a normal card game), nor do you find a way to explain all the cards you draw (closer to a prediction), i think the fact that i could relate to the cards as throwaways caused this relation to bleed over into the cards i was choosing too.

even though the entreaters all have different questions its hard to differentiate between them (they all have the same animation cycle), this had me develop a hardened attitude (almost like a medical doctor in the trenches) towards the repeated on guy which also led towards my indifference with the mechanics. i think you have a good base but need more flashing lights to really sell the experience!

thank you for sharing!