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Awesome game, i gone full offensive in both runs i played (and both win), had a good fun playing it!

There was one time when some blop with summon dummy also had summon dummy on ally death, and he trapped himself in a corner with his dummys, that was absolute defense of him!)

Other time there was blop with OnHploose=>SelfHurt, he vanished the moment i touch it, it was hilarious!)

In my first run at a start i build OnTurnAround=>SummonMini and OnTrigger=>SummonMini, needless to say that my sight range was filled with my loyal servants who annihilated anyone they saw!)

P.s. ember floor was the most rare to me, making IfOnAmber trigger completely useless, but maybe just my luck?

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Hey thanks for the commment :) Glad you had fun! It is great to read your experience :D

Ahah yeah, summons can lead to chaotic or completly stuck states ^^’

And you are right, terrain-related triggers (among others) are too rare to be useful. Since some others can easily be activated once per turn in any situation. So no reasons to choose them. Maybe the solution is to only make triggers hard to activate. Or add a power value that would be used by the effect part, to balance the rarity.

Maybe one day I will come back to it to make a new version :p

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I like the idea of power values, also have few ideas about game and wanna share them:

maybe some unique genes that will take both trigger and effect places (full string gene, like 2 tile step in any direction when move),
maybe to OnEmber also should have immunity to damage from ember with it,
maybe perks at some milepoint given to pick from random pool, like bigger sight range (or it can be a gene) and bigger map (camera chase player, bigger map = more genes, reward, difficulty, harder to find exit, more usefulness from wall-destroying effects)
maybe summoned miniblop should live only for 4 turn?

Potential is enormous!)

I think easily activated genes should stay in some form, making an overpowered build its also part of a fun, but yeah, making balance it's hard and long tread.

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Thank you for the ideas :)

I didn’t think of adding passive perks to some triggers. Maybe I didn’t find it “elegant” enough. But for the ember, that makes sense. The alternative can be to give risky triggers a higher power value.

I totally agree that a ton of work can be done through level design. So that different builds can thrive in different regions/biomes/rooms. Maybe having information about the future regions or boss, so that you can adapt your build. Genes that can give you better access to these information…

One other thing that could be improved is that the enemies don’t really use their perks. And most of their build are totally useless. So they feel at the same time very samey, but also force the player to carefully look at their build to avoid being one-shot by a rare loop. I tried to introduce “species” (= enemies that share some genes), but it actually made the game boring ^^ so I don’t know.

Yes I can totally see easily activated genes as a high-value legendary gene ;)