I really like the approach of applying procedural generation to player traits. This is a really interesting concept that could make for fun roguelite gameplay.
The idea of this game is so awesome. Getting so much fun on it even if I don't know what am i doing when playing it.
I liked how this game had a lot of different effects that layered on top of each other. It was chaotic but fun to mess around with, and it would be cool to see it implemented in a more fleshed out game.
Even though there is no goal and this is just a sandbox, this is by far the game I enjoyed playing the most (and probably spent the most time on). It is so fun and lighthearted, I would love to see this fleshed out and have to attempt to actually complete tasks with these effects in place.
A cute idea and a unique take on procedural generation. It's a fun little sandbox with a good amount of variety.
I like the different effects. Each effect makes the gameplay completely different and fun. The variety also keeps everything fresh.
The game is definitely not lacking the juicy elements. Depend on effect combination it can be very satisfying.
A refreshing game set apart from all the PCG for maps. Never though of effect generation can have such an impact.
Very funny and great random effects
========================================
What could this game have done better?
****************************
The generation does not feel very procedural and more random. Unless there is an algorithm for deciding traits based on certain preferred/restricted combinations of traits.
If you could make the game be more changeable by adding some more enemies animation or traps, that is more complete.
I think adding some sort of small objective to make the game more fun to mess around with (I understand that the description says that it's more of a toy than a game)
I don't totally see how this is PCG... it seems like the effects are just randomly generated each restart. And there aren't other elements which seem to be procedurally generated...?
Overall the game is a little janky and buggy, though this is probably due to the random combination of abilities. A way to customize the character would be a cool showcase of some combinations as well.
The effects do get a bit hectic and confusing.
It's all good, only thing might be done better is it's a bit too primitive. Since the game only concerns effect. Not much of a game really though serves its purpose perfectly.
Comments
What did this game do well?
****************************
I really like the approach of applying procedural generation to player traits. This is a really interesting concept that could make for fun roguelite gameplay.
The idea of this game is so awesome. Getting so much fun on it even if I don't know what am i doing when playing it.
I liked how this game had a lot of different effects that layered on top of each other. It was chaotic but fun to mess around with, and it would be cool to see it implemented in a more fleshed out game.
Even though there is no goal and this is just a sandbox, this is by far the game I enjoyed playing the most (and probably spent the most time on). It is so fun and lighthearted, I would love to see this fleshed out and have to attempt to actually complete tasks with these effects in place.
A cute idea and a unique take on procedural generation. It's a fun little sandbox with a good amount of variety.
I like the different effects. Each effect makes the gameplay completely different and fun. The variety also keeps everything fresh.
The game is definitely not lacking the juicy elements. Depend on effect combination it can be very satisfying.
A refreshing game set apart from all the PCG for maps. Never though of effect generation can have such an impact.
Very funny and great random effects
========================================
What could this game have done better?
****************************
The generation does not feel very procedural and more random. Unless there is an algorithm for deciding traits based on certain preferred/restricted combinations of traits.
If you could make the game be more changeable by adding some more enemies animation or traps, that is more complete.
I think adding some sort of small objective to make the game more fun to mess around with (I understand that the description says that it's more of a toy than a game)
I don't totally see how this is PCG... it seems like the effects are just randomly generated each restart. And there aren't other elements which seem to be procedurally generated...?
Overall the game is a little janky and buggy, though this is probably due to the random combination of abilities. A way to customize the character would be a cool showcase of some combinations as well.
The effects do get a bit hectic and confusing.
It's all good, only thing might be done better is it's a bit too primitive. Since the game only concerns effect. Not much of a game really though serves its purpose perfectly.
Some additional effects