What changes every run
Enemies, shops, cards, upgrades, and risky choices make every attempt different in MEKAI Games' hand-drawn roguelite.
ยท Fabio Festa and Pietro Carnevale
The opponent changes the next decision
A run is a sequence of different opponents rather than a repeated neutral match. New enemies bring new pressure and make the next hand feel more or less dangerous.
Clear visual feedback matters because the player should understand what changed before making another choice.
Shops, cards, and upgrades shape the build
Between fights, the player can find ways to strengthen the run. Cards and upgrades change the value of future decisions, while shops force a choice between spending now and saving for later.
The systems stay close to the core fight. They add context and risk without replacing rock, paper, and scissors with a complicated control scheme.
A loss should still tell a story
A good run can fall apart after one greedy purchase, one bad read, or one difficult opponent. Those reversals are part of the game rather than a break from it.
The result is a short loop built around visible choices, strange encounters, and the urge to try a different build next time.