A card game without turns. Cards take a number of 'ticks' to execute, and their effects take place on certain ticks depending on the card. Line up your defenses with the enemy attacks, and your attacks with their recoveries and windups!

A basic demo with some fights, a single boss, and the ability to add, remove or upgrade cards from your deck is available now! Play it above in browser, or download it and run it locally.

Game is in very early development - all art is placeholder, and all mechanics are subject to change.

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MomentToMoment_0.1.22.zip 68 MB
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MomentToMoment_0.1.22.exe 108 MB

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Hi, firstly congratulations to release this early version, it takes much courage to open to feedback.

Now, talking about the game, I think it has some merits and some flaws.

The ogre is a nice tutorial, it is easy to beat and while I didn't understand mechanics such as the grab and it being called "tutorial" instead of ogre as it is referred to in the big text of the main menu confused me, I think it was successful in teaching me the basics.

From what I understand, the point is avoiding the enemy damage and dealing yours. Dodging is always better than defending because it nullifies all damage. It is really difficult to strategize due to the cards having odd shapes that are always a couple of ticks off, I think adding more damage ticks in a card instead of just one would help.

I liked how you could keep adding during play without having to stop the game, and also that you could drag a card between two, and they would rearrange themselves accordingly (great polishing touch).

It was not clear to me this was a permanent death game, and the ogre giving me no money or cards, and the dinosaurs being too hard, made me impossible to get stronger, but this is just an early-build.

I'm interested in which game inspired you, if any, I can think of Backpack Hero, but there were also another roguelike with a conveyor belt of which I don't remember the name right now.

Anyway, good luck =)

Thank you for the feedback! I actually just pushed an update that addresses a couple of the issues you mentioned - the starting text is more up to date and the difficulty has been tuned down in general.

It was mostly inspired by games like Slay the Spire and Monster Train, but the timeline structure was actually largely inspired by Dark Souls and Elden Ring - I liked the way those games required you to time you attacks and dodges, and I was curious if I could do a similar thing in a board game! This grew out of the prototype board game I made.