I enjoy this game! I'd love to see the "Deckbuilding" gamemode to have an endless option aswell, i like picking out certain strategies to find the best one but with 6 rounds that doesnt really work and i feel like this would be a great addition!
A wonderful game, the only thing I would like to be able to do is mark characters that you suspect are evil/corrupt and to be able to draw lines between them, like visual note taking.
I love this game so far, but I have a weird feeling about the <corrupted> characters, i feel like the shouldn't outright lie, maybe give random character based info instead, so you don't run into situations where you just have to guess, and or one time items in the shop could be fun
Yes I am adding few items and consumables just to mitigate some unfortunate rounds. But I am also trying to adjust round balance so that there is no guessing rounds or unsolvable ones.
A big qualm I have is how I have to press each character cards to reveal at the beginning. Would prefer having a settings mode to auto reveal all or a quick flip all button. After spamming games my desire to keep playing shortens drastically by the manual process of clicking each character. Overall fun, but fix this for sure.
It matters which cards you flip, and in what order. Some characters affect face-down character cards, some restrict what you can flip, and you also score more points the fewer cards you flip. Flipping all of them at once gives you a big disadvantage.
A hidden shortcut (holding shift while clicking, perhaps) would be a good idea for earlier levels, when it isn't as important.
As a BoTC player I love this game! Can't wait for more characters to be added and for this to come out on steam. Question for uzabiart: is every round always "solvable" 100% sure, or is it possible that some setups could require educated guessing/one mistake?
I want every round to be 100% solvable. That said, most setups will likely require at least one execution to eliminate certain “worlds” and narrow things down. That’s why we currently include one free execution per round.
My goal is to avoid situations where the round remains unsolvable even after using that execution.
Still, I will play around with that concept, and some rounds might have different mechanics depending on the demon. But overall, I see the free execution as a strategic tool, much like in BoTC when we execute good characters to eliminate sone scenarios.
My Clocktower group has had a lot of fun with this game since one of its members found and sent it our way!! I love this take on "single-player" BOTC-style deduction, and everything about the stylization is just gorgeous. Just wanted to give a heads-up: I was interested in checking out your Discord community, but unfortunately it seems that both the in-game link and the links on the itch page are currently expired :(
After playing your game a few more times, I’ve come up with two more major suggestions.
First, this concerns all mechanics that use the word "adjacent" or similar concepts. I think it would be better if these mechanics worked in a consistent and intuitive way everywhere. To achieve this, all such mechanics could follow the format: "Attempt to perform an action on adjacent characters." This way, if an action cannot be performed on a character (e.g., corrupting or curing), it simply won’t happen. I also believe this won’t break the balance. Let’s look at some examples.
First, our famous Pooka. Suppose she tries to poison adjacent characters—if those characters are evil, they won’t actually be poisoned, but the player will perceive their lies as poisoning, which could add extra confusion. Another example involves the Alchemist. He might attempt to cure an adjacent evil, and the evil's lies could similarly mislead the player.
The key takeaway is that all such mechanics should work in a similar way, making the game much clearer overall.
Second, the health system. I feel that being able to kill one villager per level with no consequences is a very big advantage. Situations often come down to 50/50 chances, and having one "safe" kill can be a huge deciding factor. Perhaps the health system could be changed to 1 health pool for the entire run, but with enough health for 3-4 safe kills. Additionally, the more health you have left by the end of the run (if it’s turn-limited), the more points you earn. This makes every kill an important and meaningful decision. The cost of mistakes becomes higher, raising the stakes and tension.
Other than that, I still absolutely love playing your game—it’s incredibly interesting and engaging! Wishing you further progress and a speedy release on Steam!
Thank you for your feedback, I am definitely aiming to fix most of the confusion and spelling in the game so will take it all into consideration.
1 health pool per run is a good call. Currently I wanted to give at least 1 safe kill per round without much drawback and treat it more as a '1 confirmation' per round which is useful or needed in difficult levels. But main mode could be redesigned to fit a health pool that is persistent through out a run, and you are right, kills would be more meaningful then. I am looking into that.
If you do intend for a shared health pool, I would advise some prevention against villages which do not provide much information. I had an early village of:
Lover (1 adjacent evil) / Enlightened (nearest evil counterclockwise) / Medium (#4 is real) / Gemcrafter (#3 is Good) / Confessor (I am Good) / Enlightened (nearest evil clockwise),
which has a 50/50 chance of losing health no matter how good of a logician you are.
Mutant (Outcast): Dies if any suspicion is placed on it (a corrupted Judge says the Mutant is lying, a Fortune Teller gets an evil ping on it, etc)
Barber (Outcast): When revealed, all the unrevealed characters have their roles shuffled.
Crone (Outcast): The last character can't be revealed. You can kill the Crone to remove its ability, but it will sacrifice some of your health. (Sort of a good-aligned Witch)
I assume its ability would stack with a Witch's. They're the same role with different downsides. A Witch is hard to find but easy to get rid of once you find it. A Crone is easy to find but risky to get rid of.
i love the concept for this! wondering if you could add color to the text of the character in the call out above the cards? like make "doppelgänger" yellow and "baa" red. i can't remember all the characters yet and it would help distinguish the info so i don't have to keep checking the deck list.
also don't know if it's a bug or intentional but I had a jester say it found 3 evil characters in a game with 2 evil characters... suspicious lol
off the jester thing, just made me wonder if all the lies are like guaranteed plausible lies, which it seems not. i imagine there's a lot of edge cases. but it does make it really easy sometimes
and, does the knitter always count in pairs? i was confused by "3 pairs of evil" when there were 4 adjacent evil cards. based on the card description it seems it should say "4 adjacent evil."
Currently lies can sometimes be obvious for some characters, thats true, I will update it so it will not be that obvious.
The Knitter counts in pairs mostly (Unless there are only 2 Evils adjacent to each other). I need to update its description probably. If there are 4 next to each other he could say '4 adjacent Evil', if there are like 2 pairs he could then say '2 pairs of Evil'. But if there are 3 next to each other and a pair somewhere, it would be difficult to describe, something like '3 adjacent Evil and a pair' (would also be strong?) or just '5 adjacent Evil'? Maybe if all are in a row he then says '4 adjacent', otherwise he will speak in 'pairs'~.
Hm, either way, will update something about Knitter, he can be confusing
i can't decide if this is more confusing or not but what if it was worded like "4 Evil characters have Evil adjacent" to mean either 4 all in a row or 2 pairs. so it only counts how many evil characters have an evil adjacent, a single pair would be "2 Evils have evil adjacent." or tbh make it only count pairs. i kinda like that.
another quality of life thing: it is annoying sometimes how the description of the card that appears when you hover over it covers the other cards on the bottom/top of the circle. maybe a toggle to turn that off? or move that info to a static location to the side and update it on hover? idk.
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I enjoy this game! I'd love to see the "Deckbuilding" gamemode to have an endless option aswell, i like picking out certain strategies to find the best one but with 6 rounds that doesnt really work and i feel like this would be a great addition!
Anyways, keep up with the good work! :D
A wonderful game, the only thing I would like to be able to do is mark characters that you suspect are evil/corrupt and to be able to draw lines between them, like visual note taking.
I love this game so far, but I have a weird feeling about the <corrupted> characters, i feel like the shouldn't outright lie, maybe give random character based info instead, so you don't run into situations where you just have to guess, and or one time items in the shop could be fun
Yes I am adding few items and consumables just to mitigate some unfortunate rounds. But I am also trying to adjust round balance so that there is no guessing rounds or unsolvable ones.
Thanks for the feedback :)!
A big qualm I have is how I have to press each character cards to reveal at the beginning. Would prefer having a settings mode to auto reveal all or a quick flip all button. After spamming games my desire to keep playing shortens drastically by the manual process of clicking each character. Overall fun, but fix this for sure.
It matters which cards you flip, and in what order. Some characters affect face-down character cards, some restrict what you can flip, and you also score more points the fewer cards you flip. Flipping all of them at once gives you a big disadvantage.
A hidden shortcut (holding shift while clicking, perhaps) would be a good idea for earlier levels, when it isn't as important.
Ah I see! I think I'd still do the shift in harder levels too haha, idk clicking each card is a pain imo.
As a BoTC player I love this game! Can't wait for more characters to be added and for this to come out on steam. Question for uzabiart: is every round always "solvable" 100% sure, or is it possible that some setups could require educated guessing/one mistake?
Thanks :D!
I want every round to be 100% solvable. That said, most setups will likely require at least one execution to eliminate certain “worlds” and narrow things down. That’s why we currently include one free execution per round.
My goal is to avoid situations where the round remains unsolvable even after using that execution.
Still, I will play around with that concept, and some rounds might have different mechanics depending on the demon. But overall, I see the free execution as a strategic tool, much like in BoTC when we execute good characters to eliminate sone scenarios.
My Clocktower group has had a lot of fun with this game since one of its members found and sent it our way!! I love this take on "single-player" BOTC-style deduction, and everything about the stylization is just gorgeous. Just wanted to give a heads-up: I was interested in checking out your Discord community, but unfortunately it seems that both the in-game link and the links on the itch page are currently expired :(
Thanks :D! Glad you liked it!
Thanks for letting me know. By mistake I had all links expire after 7 days. Fixed that and updated links on the website.
We are still a small community, but I am finishing new updates and after that we will be reaching out to more players :D.
After playing your game a few more times, I’ve come up with two more major suggestions.
First, this concerns all mechanics that use the word "adjacent" or similar concepts. I think it would be better if these mechanics worked in a consistent and intuitive way everywhere. To achieve this, all such mechanics could follow the format: "Attempt to perform an action on adjacent characters." This way, if an action cannot be performed on a character (e.g., corrupting or curing), it simply won’t happen. I also believe this won’t break the balance. Let’s look at some examples.
First, our famous Pooka. Suppose she tries to poison adjacent characters—if those characters are evil, they won’t actually be poisoned, but the player will perceive their lies as poisoning, which could add extra confusion. Another example involves the Alchemist. He might attempt to cure an adjacent evil, and the evil's lies could similarly mislead the player.
The key takeaway is that all such mechanics should work in a similar way, making the game much clearer overall.
Second, the health system. I feel that being able to kill one villager per level with no consequences is a very big advantage. Situations often come down to 50/50 chances, and having one "safe" kill can be a huge deciding factor. Perhaps the health system could be changed to 1 health pool for the entire run, but with enough health for 3-4 safe kills. Additionally, the more health you have left by the end of the run (if it’s turn-limited), the more points you earn. This makes every kill an important and meaningful decision. The cost of mistakes becomes higher, raising the stakes and tension.
Other than that, I still absolutely love playing your game—it’s incredibly interesting and engaging! Wishing you further progress and a speedy release on Steam!
Thank you for your feedback, I am definitely aiming to fix most of the confusion and spelling in the game so will take it all into consideration.
1 health pool per run is a good call. Currently I wanted to give at least 1 safe kill per round without much drawback and treat it more as a '1 confirmation' per round which is useful or needed in difficult levels. But main mode could be redesigned to fit a health pool that is persistent through out a run, and you are right, kills would be more meaningful then. I am looking into that.
If you do intend for a shared health pool, I would advise some prevention against villages which do not provide much information. I had an early village of:
Lover (1 adjacent evil) / Enlightened (nearest evil counterclockwise) / Medium (#4 is real) / Gemcrafter (#3 is Good) / Confessor (I am Good) / Enlightened (nearest evil clockwise),
which has a 50/50 chance of losing health no matter how good of a logician you are.
Role ideas :)
Mutant (Outcast): Dies if any suspicion is placed on it (a corrupted Judge says the Mutant is lying, a Fortune Teller gets an evil ping on it, etc)
Barber (Outcast): When revealed, all the unrevealed characters have their roles shuffled.
Crone (Outcast): The last character can't be revealed. You can kill the Crone to remove its ability, but it will sacrifice some of your health. (Sort of a good-aligned Witch)
A problem with Crone is that it conflicts with witch
I assume its ability would stack with a Witch's. They're the same role with different downsides. A Witch is hard to find but easy to get rid of once you find it. A Crone is easy to find but risky to get rid of.
i love the concept for this! wondering if you could add color to the text of the character in the call out above the cards? like make "doppelgänger" yellow and "baa" red. i can't remember all the characters yet and it would help distinguish the info so i don't have to keep checking the deck list.
also don't know if it's a bug or intentional but I had a jester say it found 3 evil characters in a game with 2 evil characters... suspicious lol
Thanks! Good call! Working on many Quality of Life updates right now, so will add that one as well!
Yeah that Jester very suspicious.
off the jester thing, just made me wonder if all the lies are like guaranteed plausible lies, which it seems not. i imagine there's a lot of edge cases. but it does make it really easy sometimes
and, does the knitter always count in pairs? i was confused by "3 pairs of evil" when there were 4 adjacent evil cards. based on the card description it seems it should say "4 adjacent evil."
Currently lies can sometimes be obvious for some characters, thats true, I will update it so it will not be that obvious.
The Knitter counts in pairs mostly (Unless there are only 2 Evils adjacent to each other). I need to update its description probably. If there are 4 next to each other he could say '4 adjacent Evil', if there are like 2 pairs he could then say '2 pairs of Evil'. But if there are 3 next to each other and a pair somewhere, it would be difficult to describe, something like '3 adjacent Evil and a pair' (would also be strong?) or just '5 adjacent Evil'? Maybe if all are in a row he then says '4 adjacent', otherwise he will speak in 'pairs'~.
Hm, either way, will update something about Knitter, he can be confusing
i can't decide if this is more confusing or not but what if it was worded like "4 Evil characters have Evil adjacent" to mean either 4 all in a row or 2 pairs. so it only counts how many evil characters have an evil adjacent, a single pair would be "2 Evils have evil adjacent." or tbh make it only count pairs. i kinda like that.
another quality of life thing: it is annoying sometimes how the description of the card that appears when you hover over it covers the other cards on the bottom/top of the circle. maybe a toggle to turn that off? or move that info to a static location to the side and update it on hover? idk.
i found one thing, killing an enemy reveals it but killing an enemy with the slayer does not reveal it
What's the difference between "On Start" (Doppelgänger) and "Game Start" (Poisoner and Counsellor)?
Thanks for pointing that out.
Thats my inconsistency in naming things, will be fixed :D