On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Pomao Scales A SpireView game page

Submitted by PricklyPearGames (@ColeDitzlerOnTw) — 2 days, 19 hours before the deadline
Add to collection

Play game

Pomao Scales A Spire's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

(+1)

the combat is nice(never played paper mario, so it was new to me). having to time input is such a small thing and yet it makes a huge difference in terms of fun. the character designs are nice. have you thought about trying and make some .svg stuff? i think they might look cooler in that style then in pixel art. i think i chose an OP creature because after unlocking the first or second skill for it, i could just clear the enemies in one go.

Submitted(+1)

I like the combat a lot and the character selection is both varied and original. Although I believe there's a key element from Paper Mario missing here and that's the feedback. You really feel it when you bury your foot into an enemy in that game and those additional audiovisual cues make it easier to time your hits also. 

Anyways, I made a little Pomao.

 P O M A O 

DeveloperSubmitted

Thank you for playing, and thank you for the little Pomao! Feedback, yes, need feedback on the moves. Maybe some noise and something chunky. There's one cue I made for sure, but most of them are hard to infer if they're even present.  

Submitted

Controls are a bit off. Left/Right Moves fight selection up down, but up/down moves the move selection. Should be consistent I think.

Played 10 Levels to try out the Shop, I don't think the Game itself changes much afterwards. Its simple, but I think it needs quite a bit of Juice to work properly. Also Shop doesn't seem to explain what the Things do, so I bought a Badge thats for a different Pet accidentally. 

Theres not much else to talk about, I didn't encounter any Bugs, explaining what Moves do while I hover them is nice, and everything seems to work rather well. Don't know why there's a scrollbar in the Fight selection Screen, and I think that should probably be more of a Overworld Style, where you move through different Paths, sometimes having only easy/med fight, sometimes hard ones, sometimes stores etc., instead of the same all the Time and Stores every 10 Floors. 

DeveloperSubmitted

I think it's great you called them a pet, they're equals for some reason. Well, Pote is a pet, but Pomao treats him as an equal.  Good tip about descriptions in the shop. The left-right thing was because I got too complicated super fast, the badge menu and the fight selector are on the same list, so when you press the button it's scrolling through one part or the other part of the list, and it's a bad design so I'll fix that too.  Thank's for bug-not-finding, because I'm glad to hear that. There will probably be a more map-like structure to the fights like slay the spire as you say with a bit more of an overworld feeling, also the scroll bar in the fight selector is an experience bar, more labels needed.  Thank you for playing.

Submitted

I had fun with this game. I was happy to see descriptions of abilities on the screen when using said abilities. As with most of your games it could do with a lot of juice and sound effects, but it seems like a decent base if you ever plan on building it out.

Submitted(+1)

The paper mario esque gameplay is great. The icons you pick from the menu need some text to tell me what they do while my cursor/selector is on  them. After selecting them, I understood what they were purely from having played paper mario.

Submitted(+1)

I never played Slay the Spire or any games similar so I don't have a basis to compare

I played until the first level up, with Pomao and a character with a red hat thing that reminded me of red Cuban Berets, so I'll call him Revolutionary Bob

I didn't ever really use Revolutionary Bob since his skills weren't very useful. Pomao in contrast has the tongue slap move, which you can spam up to 3 times, does a lot of damage and costs no mana. It also transfers damage if you kill someone with it, which makes it 4 times better than anything else I tried from either Pomao or Bob.

I was able to easily clear Hard fights with this combination of moves, only taking a hit or two, and only using tongue slaps

I didn't know if there was a boss or anything - I thought that was the bar that was filling up, but it turned out to be experience. I leveled up and got more HP and stopped there. 

I'd perhaps include some cooldown mechanics so the player can't just spam one skill, and instead it would focus on combinations of skills. I saw Revolutionary Bob had some poison moves, but I didn't know how they worked despite trying them out. 

Perhaps add some skills where one is a setup, and another a payoff?

I also like the inclusion of using keys at certain points to buff your moves (doing 2 additional hits with Pomao when pressing E). It kept me active despite the game being turnbased, which is usually considered slowpaced.

DeveloperSubmitted (1 edit) (+1)

Revolutionary Bob (Gulpod) has some really good stuff in badges, including an AoE poison move. The moves they start with are more support-y, healing and such. The tongue move scales pretty well, but it's not the strongest scaling move and I think over time with more complex fights it becomes less dominant. Thanks for playing!

Oh yeah, and the tongue move experiences defense reduction on each strike, which mitigates it's power on defensive enemies.