• q to undo (untested)
    • r to restart level


    so didn't have time to actually create a meaningful tutorial (which this game desperately need) or even another lever for that matter.


    each "space" is a past instance of the state,

    when you play a card / when a card affects a past spaces (if it is not connected to the present) , a new space is made containing the state after the move is played.


    you objective is trigger the you win effects, you can only play card in the present (the latest space on the tree)


    resources are displayed over the card icons on the space.


    think of the tree as like a git repo, you can make new commits and create new branches.


    note: the children sorting is really weird so expect to see things jumping all over the place and there **will** be bugs


    you can see the full solution up there

    (I think there is already a bug in there lol)

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    Yet another game impossible to grasp at a first glance, I love it.

    I should probably add a limit on how many space you can make ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯