MOONHIDE
You are a cursed wanderer fighting to preserve what remains of your humanity.
Every step costs Blood
Every decision costs Humanity
Choose your path through a constantly shifting field of cards. Hunt animals for Blood, collect coins, visit churches and merchants, and survive encounters with guards and hunters.
Feed the curse to stay alive, but surrender too much of yourself, and you will become the very MONSTER you once feared.
Don't forget to rate the Game!
★★★★★
This game was made with a lot of love, and I truly hope you enjoy it<3
| Updated | 7 hours ago |
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.6 out of 5 stars (33 total ratings) |
| Author | protzz |
| Genre | Card Game |
| Made with | Unity, Aseprite |
| Tags | 2D, Dark Fantasy, Difficult, Medieval, Pixel Art, Roguelike, Roguelite, Turn-Based Combat, Turn-based Strategy |
| Average session | A few minutes |
| Languages | German, English, Spanish; Castilian, French, Italian, Japanese, Polish, Portuguese (Brazil), Russian, Ukrainian, Chinese (Simplified), Chinese (Traditional) |
| Inputs | Keyboard, Mouse, Xbox controller, Playstation controller |
| Content | No generative AI was used |




Comments
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Interesting concept, but a lot of details make the implicit storytelling pretty strange - murdering a harmless villager is somehow equivalent to donating less than the price of a ring to the 'church'; there's lost money all over the place, the traveling salesman is willing and able to sell you a variety of evil magic rings, and getting Humanity to zero took some work but also had no consequence.
Also, the beast hunters are willing and able to kill you on very thin evidence of being a werewolf, but if your Humanity is high enough, you can kill and eat an animal in front of them barehanded and they won't bother you.
I was also hoping for some kind of thing in the center of the forest that'd give me an ending.
I think the difficulty should increase with the amount of steps accumulated. Because I got to the point where I can keep my humanity and blood over 18 without any problems. After 200 steps it just became me shoving my card up without thinking too much.
Wow, haha! After the jam, we definitely need to add a leaderboard so you can claim the well-deserved #1 spot. Thank you so much, we’re really glad you enjoyed the game!:)
Loved it. Great work!
This is fantastic. I love how you can take multiple paths, instead of being forced to retain your humanity. I don't see the "spin to win" part, and i wouldn't say this is blaringly serious at all, but i still really enjoyed playing it :)
I liked the mechanics with blood and humanity: an interesting metaphor combined with management. For a jam project, the game looks incredibly polished. Great job!
Great game!
Which time I come back to enjoy the gameplay, visuals, sound and finally the atmosphere! Mechanics are organic, boldly complement each other, the game is quite intuitive, and already at this stage allows different styles of passing! I like it! I would not give up on some kind of plot / different events, but still wish good luck, even if the game goes in a different direction!
Love it!
I love your game but I don't get how that's "spin to win"?
Loot box mechanic has a "spin" in it. I don't think that the theme needs to be taken super literally
★★★★★ 5/5
There’s something about this game that immediately feels like it’s already been around for a long time, even though it clearly hasn’t, which is interesting in itself because not many games manage to feel both new and oddly familiar without actually doing anything you can quite put your finger on. From the moment you look at it, there’s this sense of… presence, like the kind of game that exists in the same space as thoughts you were almost having but didn’t fully commit to, which is probably intentional or maybe not, but either way it works in a way that feels very complete without being obviously complete.
The cards, or the idea of the cards, or what the cards represent in the broader sense of the experience, seem to suggest a structure that is both there and not there at the same time, like rules that understand they are rules but also understand they don’t need to explain themselves to you directly. You end up following things without really noticing you’re following them, which gives the whole thing a sort of drifting momentum, like being carried by something that might be strategy or might just be atmosphere pretending to be strategy.
Graphically it gives off that carefully arranged pixel feeling where everything looks like it has been considered, but not in a way that draws attention to the consideration itself, more like it just naturally ended up that way because that’s where things belong. The dark fantasy tone doesn’t so much announce itself as it does linger nearby, like it’s always just off to the side of the screen waiting for you to glance at it accidentally.
The gameplay loop, or whatever you want to call the thing that happens when you’re interacting with it repeatedly over time, has this short-session structure that makes it feel like you’re constantly either starting something or finishing something without ever being in the middle of anything for too long, which somehow makes the middle feel present even when it isn’t there. It’s the kind of design that doesn’t insist on itself, which is probably why it ends up sticking around in your head longer than expected.
Overall, it’s one of those experiences that doesn’t really need to explain what it is because it’s already kind of doing it while you’re not paying attention, and by the time you try to summarise it properly you realise you’ve already moved on to thinking about it differently anyway. That alone feels worth five stars, even if the reason for that rating keeps changing every time you try to say it out loud.
Oh my. I thought I’d just check out the game, and an hour has already passed… It’s so simple, yet so hard to stop playing. Great entry!