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( 3)

You guys managed to create an impressively polished game for a jam! The UI was well thought out, and made clear what was happening with your stats. I think some improvements could be made to the pacing of the encounters though.

The concept of items that both buff and de-buff works well for this type of game, but it might have been more interesting if you didn't know what the de-buffs were beforehand.. As it is, the consequences are more intended since you can pick your poison. If the de-buffs were decided after you choose items, the runs would be more about frantically trying to balance stats you have way less control over.

all in all, it is a fun game with really interesting lore. well done!

( 1)

Thanks for playing Copecola!

Your suggestion reminded me that we did have a discussion on whether to make the debuffs reveal only on equip. But we ended up going with the revealed on drop route to make it abit more player-friendly. Our hardest challenge (and one that we didn't nail down from other comments) was the balance and scaling, so we were afraid adding more randomness would frustrate players even more. But agree fully with you that the masked suffix route would definitely have been more on theme with "unintended consequences" and  made the game more dynamic!