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(1 edit)

I tried 7 runs. Died on the first enemy mostly and a couple times on the second one.

Clearly a lot of effort is put in this game. The thoughts behind each part of the game design are noticeable and the art is very good. But I'm having a really hard time telling whats going on while playing and figuring out how to play better.

My first impressions were: sometimes my combos do no damage. Why would I want more orb types? Why did my 8 chain combo do no damage and the word "nimble" appeared on the screen? Why does the first enemy always kill me if I did a combo each turn? These things got a bit clearer by browsing the menus.

So the color of the orb is not important for your action, only the item on it. Since the items are not linked to the color and their effects don't really match their icons (why does a cellphone give evasion?) it is really hard to keep track of things without constantly going to the menu. The intent of the monster on the bottom didnt seem helpful, even by blocking when they attacked they still did a lot of damage. Completing a 4+ combo and then doing less than 10% of the monster's hp feels bad. I don't even know if the game wants me to do long combos or not.

Having to wait for the enemy to make a move before I can make mine is annoying, specially since sometimes it takes 5 seconds or more of waiting. And then the game rushes the player in the orb pick up mode.  Clicking an orb and dropping it in the same place counts as a move somehow and ends the turn instead of it cancelling the move altogether. Draging the orb outside the play area should reset the turn.

As a suggestion (take in mind I suck at this game) all combos, regardless of type, should do damage. Then the damage orbs should do even more damage.

I think match-3 with a time limit while swapping orbs around with the goal of making multiple triplets at once is challenging and fun enough already. The other parts of the game with the battle stats/intent/relics on top of the basics pushes difficulty a bit over the edge.

(+1)

Thanks for having taken the time to lay out your questions. I saw that you found some answers by browsing the help menus, but in case they weren't exhaustive (and on that matter, it would be very useful to know what they failed to explain), and for others who might have similar doubts:

- On matches doing no damage: not every orb deals damage when matched, some instead increase your block, evasion or heal you. You can check what an orb does by holding click/tap on it during a selection menu or in your inventory. The enemy can also influence your damage with stats and abilities of its own (nimble is one such ability, letting the enemy avoid the first instance of damage). You can browse the current modifiers that an enemy has (if any) by holding tap/click on them, under its hp bar, and similarly you can also check out what it intends to do on its next move, after your matching, by holding its text box.

- On the overall difficulty: the game is balanced assuming that the player is very familiar with the matching mechanics. On average a 6x5 board contains a bit more than 8 combos, and making less matches than what is available is penalizing both because the number of combos itself goes into the power formula, and because less items are activated, so your stats output with 4 combos will be noticeably less than half of what it would be with 8. Not only this will result in dealing an unsatisfying amount of damage, but you'll also fail to block attacks that are designed to be fully blockable. I can't do much about making the enemies weaker, because, given the above, enemies are more than twice as weak for someone familiar with the mechanics (in particular the first encounters are all one-shottable): That said, in the game's main page I have provided some special seeds that you can try to make yourself stronger. You're right in pointing out that thinking about stats, relics and the enemy moves while having your hands already full with making sense of the matching can be overwhelming; there's a sandbox mode (seed SANDBOX) that lets you focus exclusively on practicing, but I reckon that it can't be considered a solution to the issue.

>Why would I want more orb types?

There's a lot of answers for this, some subtler than others. Improving your average item quality, mitigating the "overload" attribute on the orbs, removing your bad starting orbs by pushing them out of a color's item slot, skewing your build towards damage/block, synergy with relics, and similar things you can think about, though, admittedly, the demo is much shorter than what would be required for a lot of these considerations to really pull their weight.

>Having to wait for the enemy to make a move before I can make mine is annoying

My goal is to balance waiting times and readability, since the enemy turn can be pretty important when deciding how to match next. Seeing how it was bad enough that you voiced your thoughts about it I will prioritize working on enemies' VFXs, thanks for the pointer.

>As a suggestion (take in mind I suck at this game) all combos, regardless of type, should do damage. Then the damage orbs should do even more damage.

My hunch is that it will add a fixed amount of damage to the player output, so lowering the enemies' hp by a fixed amount would achieve the same effect, but I will experiment with something like this because I would like to avoid some softlock scenarios where a player is accidentally left with no way to do damage.

(+1)

>On average a 6x5 board contains a bit more than 8 combos, and making less matches than what is available is penalizing both 
It is optimistic to believe a player that don't know anything about the game will do 4 combos regularly, much less 8. The few times I did more than 2 was by pure chance after all. The balance of the game can become lopsided if the expectation on the player are so high.

>My hunch is that it will add a fixed amount of damage to the player output, so lowering the enemies' hp by a fixed amount would achieve the same effec
Guaranteed damage gives the player a sense of progress and that their actions are having an effect on the game. 

(+1)

>It is optimistic to believe a player that don't know anything about the game will do 4 combos regularly, much less 8.

That's very fair, I've been playing this kind of match-3 mechanics for so many years that I can't hope to guess how good an average new player is. If the current custom seeds are doing a poor job as a bridge in difficulty I reckon I will have to think up a more structured one with easier enemy movesets, more movement time and a more generous damage calculation formula.

I was forgetting to reply to this also:

>Clicking an orb and dropping it in the same place counts as a move somehow and ends the turn instead of it cancelling the move altogether. 

I haven't been able to reproduce this bug on mobile nor on browser: There's some browser-only unintended behavior caused by the mouse going out of the screen bounds, which I don't intend to address given that the online version is only temporary, for this DD.

(+1)

Weirdly enough I reloaded the page and the bug stoped happening. I tried the game a few more times to try to get better, beat two enemies in a row and my combos improved a bit. I got bodied by the 3 vs 1 fight but thats to be expected.

If you are going to keep posting in the DDs, I recommend you to still support this html version and keep posting it. This is a fun game and it will be cool to watch your progress.

just copy ascension from slay the spire