Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

aggerdaggerstar

24
Posts
A member registered Mar 03, 2023

Recent community posts

On the other hand, I can reproduce the bug with the MP3 player, if your inventory is full, and you try to equip the MP3, the game crashes, with the same error message.

I tried out the game on Windows, and for the poison shooters, I did not get a crash. It might be specific to Wine then.

Context: I am running the game on Linux, using Wine, on a low-spec system.


Nitpick: I clicked on the background in the main menu, and I think it interprets that click as clicking on the currently selected menu item. Switching between save slots seems to ignore some clicks, at least if you click quickly.

Nitpick: I am trying to exit the game or return to the main menu, but pressing 'Esc' brings up a configuration menu instead. Might just be the demo.

The game is really pretty and the environment background is full of life.

The game is great so far. I have gotten to a lift. I went up the lift, smashed some weapons (since I distrust everything now), went down the lift, went to the save spot, went up the lift again, and now a mimic chest has revealed itself.

I do not remember if the 'e' control was explained, to show the map.

The gravity and orientation changing is nice.

The game is honestly beautiful.

I sometimes am confused whether an enemy is dead or merely damaged.

Am I hitting enemies back in time?? That is really nice. I do not know how much damage I am dealing to them. I feel like I have been in a stalemate with a giant, jumping eyeball for some time now. I ended up going past it. Wait, after lots and lots of hits, did I finally kill it? Oh, wait, can these monsters also go back in time, and I have to get to the "original position" of them? Or something?

In the key level, I got a bit confused about which way to go and why. It seems there are short-cuts, but I think I ended up back-tracking and taking a short-cut to the key after collecting the key. But that may just be my own poor navigation skills.

There was a pressure plate right before using the key, but I do not know if it did anything.

The boss battle against the robot boss with legs (the third boss battle?) felt underwhelming. I hit him a couple of times, he jumped down, stunned me, I rewound time, avoided being stunned, and then hit him a couple of times, and then he was destroyed.

Is there any reason to go back to a previous level using the gates? Looking for secrets?

Is this a bug?



For destroying certain enemies, is the trick that you have to force them into rewinding time, and just before they arrive at the start of their time, you should hit them with a charged shot?

I completed the demo, though when I press any kind of key, nothing happens.


This feels much more like a good game than a demo. Apart from that possible angle bug, and a small amount of confusion in the robot level, this felt nice. I wonder if there is any kind of interesting manipulation with enemies and time you can do, or puzzles and time. Like, where you must rewind time to solve it or kill the enemy, not only as a way to "undo" a mistake. On the other hand, the game has been designed with you using time rewinding to explore, investigate and learn, and figuring out how to solve the puzzle or kill an enemy is still interesting despite having access to rewind, at least for how long I played.

I think I played for much more than one hour.
I did not really use the map. I also never back-tracked, apart from when I got confused. I did find and get some of the map "shrines".
How long does it take you to design and implement the levels? They feel full of life and details. I did not keep track of how many new mechanics were introduced, I did experience some new mechanics, and lots and lots of new enemies, with different attributes, attacks, behaviors, and such.
There were physics here and there, such as with platforming.
It feels like a very nice game. Will you release on Steam? Other platforms?

Probably the most well made and advanced introduction cinematic, by far I would say.

I do not speak Russian, so I have little idea about what is going on. The English-language subtitles are nice, but a lot of voice audio is only in Russian.

My system may be too low-end, but a lot of the time, the game was too dark for me to see the ground, meaning I ended up falling.

I did succeed in clearing at least one stage. I managed to get to the part where there is giant nightmare Bokubes.

The game has multiple cinematics, which is rather nice for a game.

The game is in many ways surprisingly good. A lot of the time, I had no idea what I was doing or what was going on (neither story-wise or gameplay-wise), but I did manage to get some distance. The gameplay can be rough, but still works. The author of the game is both talented and competent in programming and other fields.

Huh. I thought I coded it so it rounded to the nearest multiple of 5 up first. I'll have to look into that.

I meant, you can effectively carry 11 bolts instead of 10, by loading the crossbow and filling up the inventory with 10 bolts, such that there is one bolt loaded in the crossbow and 10 in the inventory.

Just killing enemies.

Sorry, my bad, I meant that you get to kill enemies during the tutorial, and thus can get more experience relative to just starting normally. But, you can also grind after starting normally, so it does not matter.

On the errors: If it is only because of Wine, then I am tempted to try to run it on Windows and see if I still get those errors. But, I would still like to wait for the game to have saving and loading, just in case the game crashes for whatever reason. Will you submit to demo-day 50? And do you think you will have saving ready by then?

I really like the combat in your game.

Context: I have played Moku before some months ago, and almost completed it. I am playing on a Linux system, using 'wine', a Windows emulator. And some sandboxing.

I like the introduction cinematic.

I decided to play through the tutorial again, just for fun.

Like before, the tutorial is good.

I played a tiny bit around in the settings, and changed the magic points to purple and the player color to green, just for fun. It is rather flexible and nice.

I think completing the tutorial is giving me XP points.

I think I got this error when a poison shooter died from poison that it or another poison shooter shot:


The game does not seem to save in the tutorial. Or, are you supposed to save manually? (I later found out that I misread, and that saving is on the "todo" list).

In the pause menu, the button "Quit" quits to desktop. Might it make sense to give some way to quit to the menu instead of the desktop? And name them "quit to main menu" and "quit to desktop"?

I am going to try to play through the tutorial again, this time not sticking around for the poison enemies, since the tutorial does not seem to save (which I do not think is a major issue, but might be nice).

It is nice that you can skip the introduction cinematic with Esc.

I love the music.

I find it a bit annoying that you have to manually reload your crossbow by first selecting the bolt from the item consumable UI and then press 'Q'. It makes the section where you have to fight 4 poison shooters at distance much harder, since you might have to juggle both reloading your crossbow, selecting the poison-curing item, and selecting the health-restoring item. Could it make sense to let the crossbow be reloaded automatically whenever it is empty? Or, if the crossbow is empty and you try to shoot? As long as there are bolts in the inventory? Or, a hotkey like 'R'? It might just be me, but it feels bad when the main source of challenge comes from juggling item handling. It feels like a regression from the previous version - I like that you have to carry bolts with you, but I dislike having to manually reload the crossbow by selecting the arrows first.

Nitpick: I encountered a deadlock for two enemies. I do not think it is important or easy to fix this, so you can ignore it if you want. Itch.io does not accept videos in the webm format, so I tried to convert to mp4 format. But itch did not recognize the mp4 file as a valid file for inclusion in this post, even though it lists mp4 as a valid format. So I uploaded it here: https://streamable.com/j8ovba

Is it possible to maximize the number of carried bolts by restocking all your bolts, then reloading your crossbow, and restock again? The answer seems yes, you just have to go from for instance 9 to 5 bolts, and then from 5 to 10 bolts.

The tutorial feels much harder, given that you cannot just spam the crossbow all the time. In part since the combination of claw enemy and grabber enemy makes the shield much less useful - if you block with the shield, and get grabbed, you might just end up dying in one go. It also feels like enemies see you from much further away, though I might be mistaken on that.

Nitpick: Enemies getting stuck on each other again.

My items are not always restocked when reaching a camp. When it shows "Restocked", it works correctly, but "Restocked" is not always shown, and when it is not, my items are not restocked, I believe. Is it when you first visit a new camp? But, I tried to go out and into the camp again, and then it showed "Restocked", but my items were not restocked.

Nitpick: In the level up screen: "Effect" is a noun", "affect" is a verb. They cover the same meaning, but 'e' should be used when it is a noun, and 'a' when it is a verb. Like, "The 'wet' effect can affect your resistance to fire positive and your resistance to shock and cold negatively".

I have decided not to use the level and experience system, since I think I can beat the game without it, and I dislike the concept of experience systems in games a bit.

Wait, the game notes said that a difficulty system has been added, but where do I select? I do not remember selecting it when starting the tutorial or after the end of the tutorial.

Does the game auto-save? I do not see it saving, and I am a bit afraid of going out and into the game again. Oh, a save system is still on the "todo" list. I misread.

I am still trying to find and collect as many armor pieces as I can.

I found the MP3 player, but I tried to equip it while I had a full inventory, and I got this error:

I do not know whether I should stop here or not. Are these errors due to me running the game on Linux? Or are they genuine bugs? The first bug is bad, while the second bug is a bit weird and a bit the player making a silly mistake.

From what I remember of GML back in the day, there is no static typing in GML. And that does not make it easier to program in GML in regards to avoiding bugs. And GML is also a bit primitive and limited from what I remember. Have YoyoGames considered looking into adding support for another language than GML? Or, adding optional typing for at least a bit of static typing for GML? Or is that beyond YoyoGames' budget or specializations? Do you know if any other language than GML can be used? GML is one of the main weaknesses of GameMaker from what I hear from people, and while I liked it many years ago in some ways, GML was still primitive and not easy to use for the purpose of developing larger and more complex games. And your game seem rather complex and nice. Do you know if GMS2's development is in stand-by mode or active and going strong? Or if YoyoGames has a good and stable revenue income or not? (You may want to NOT answer these two last questions here, but do it elsewhere anonymously (agdg), since these questions might be a bit sensitive).

I do not feel like I gave you a full and good review, even though I spent a fair bit of time on this. Once you have added loading and saving to the game, I would very much like to complete it and give a full review. There are a lot about your game that I really like, and I enjoy playing it.

I did indeed never figure it out, but I am not upset, instead I am laughing out loud :) .

Screenshots from the final ship and crew:





For some reason, I cannot repair my ship at the shop, even though I have plenty of scrap.

While my ship is not invulnerable, I feel like I am exploiting the game. I am getting lots of scrap now, and went to a shop and hired a number of crew members. My sole boarder has 125 kills now.

I got boarded, and I think I tried to counter-board, but my crew might have been forcefully returned, or I miss-clicked, or something. One of my crew died, my engine crew member, but at this point I have many crew members, 7 after his death. I found a few combats ago a double-sword fire crew member, and am trying to train him up. I only had a bit of gear for him, but I found two items that gave him regeneration, and one of them seem to scale with my medbay, if I understand it correctly. And I have upgraded my medbay a lot, in order to heal more quickly after combat. So despite having very little combat experience, and mostly poor items and stats, he has actually survived boarding. Two boarding members now.

I think I will stop now. The gameplay is rather monotone now, and I think it is because I am abusing the system. Also, crew boarding seems to be able to kill any ship. In FTL, this was not generally the case for multiple (many as it turns out, now that I have listed a lot of them) different reasons:

  • Drone ships have no crew and have no oxygen, meaning only one rare type of crew member can survive there indefinitely.
  • The enemy flag ship will continue fighting, even when all its crew has died.
  • If the enemy has a highly upgraded health system, killing off enemy crew can be very difficult.
  • Random events can not always be handled by crew.
  • There can be defensive drones that can fight.
  • In FTL, the combat system allowed a maximum number of crew in a room, rooms are at most 4 tiles I believe, and not all crew went to a specific battle. Also, the weapon system continued to work even when there is no crew in it, and at most one crew member could contribute to the weapon system's effectiveness, at a maximum of +20% I think. Crew battle is also much slower. This means that even if you had 4 full-experience mantis, the enemy ship could still fire its weapons and do damage to your ship, depending on if you had cloaking, defensive drones (shooting down enemy missiles, projectiles, boarding drones, maybe hacking system).
  • Cloaking on an enemy ship prevents teleporting to the ship, maybe also teleporting back and rescuing crew.
  • Supershields on an enemy ship (always present on enemy Zoltan ships) meant that you had to shoot down the Zoltan shield first. And, if the enemy has a shield drone (or the enemy flag ship), regeneration of the supershield might mean that you cannot board or rescue your crew, making boarding dangerous. This means that, for Zoltan ships, you really need to be able to hit the enemy ship with attack drones or weapons (or have the special ship augment (FTL lets each ship have 3 augments) that enables you to teleport through supershields) to defeat Zoltan ships and other ships with supershields.
  • There is no crew equipment.
  • There are system effects, such as asteroid field, pulsar system, and too-close-to-sun. The pulsar is especially dangerous for boarding, since it might knock out your shields and teleporter, meaning you take a lot of damage and might be unable to board or teleport back crew.
  • Enemy mind control can making boarding more dangerous.
  • Enemy hacking can make boarding more dangerous, such as draining oxygen or making health systems cause damage instead of healing, or make clone systems not work.
  • There is a cool-down on the teleporter, meaning that rescuing crew is not instantly done, and deployment is not done instantly. Also, you have to target the specific room you teleport back from.
  • Enemy ships have door systems that can hinder movement.
  • FTL has visibility where you cannot always see all of an enemy's ship (or your own ship in a nebula!). For instance if your sensor system is damaged or not upgraded, or you are in a nebula, you may not see all that is going on the enemy ship. And enemy cloaking can hinder visibility.

I think your game is really fun and complex already, and I am impressed by all that you have implemented so far. I think there are a number of game design and game balance challenges, and after giving that large list before, I am beginning to be impressed by FTL's game design. It got a bit repetitive during the last part, in part due to me abusing the systems, and in part due to boarding possibly not being balanced and varied. I have not played through a lot of the game, simply because I barely used the weapons, so this does not try out a lot of what the game has to

I got close to losing:

My sole boarder could not attack this enemy crew member or move to the free space, I think, and the weapons kept shooting. However, after some time (30+ seconds?), the enemy crew member moved elsewhere (maybe my sole rocket caused damage to the enemy ship?), and got killed by my boarder. In FTL, boarders that are in a room without crew but with a ship system, attack and damage that system, meaning that the defending crew have a reason to go to that ship system beyond just fighting, namely in order to defend the system and try to prevent it from being damaged.

When an enemy is not at the enemy ship's helm, the enemy ship's jump engine still charges. In FTL, the jump meter does not charge unless the enemy is an in-game-AI ship, or has the pilot system upgrade. Would the same make sense for Wodopom?

Nitpick: Inventory: I can apparently put any item in any character equipment slot, as long as I first unequip it. I assume this has not been implemented yet.

I imagine the inventory is still under heavy development, but it looks nice so far.

Crew fights tend to happen very quickly. I think they are usually slower in FTL, and there is pausing.

The pirate hats are amazing :) .

Nitpick: When teleporting back, could it be useful to have returning crew land somewhere near the teleporter?

Nitpick: After visiting a shop, I think my current "trace" on the starmap disappeared.

Nitpick: The transition between tracks on the radio is somewhat abrupt.

Whoops, I lost one of my veteran attack crew after combat went very fast, I did not get to click "Teleport back" before he was dead. And his items are lost as well, it seems. Boarding is dangerous.

Does my own crew get healed by the enemy's healing room? It appears so.

I bought and equipped a blaster to my only remaining boarding crew member, and his attack almost doubled. I tried equipping a second body armor on him, and now his attack is even higher. He is a shield guy that I hired at a shop, and after I lost one of the starting 3 crew members, I have 3 crew members now, one pilot at the helm, one shield guy, and that boarder.

Oh god, some lightning-quick enemies boarded my ship and murdered my shield crew, even after I tried to run him around. The bunny with a knife murdered him. I guess I pay for being greedy and moving equipment away from my other crew members onto my main border, and I think paying for greed is good. At least my boarder and my pilot is still alive, but I have no shield charge guy now. The med-bay did not heal my crew nearly quickly enough - I should have upgraded it more than level 2, I think.

Nitpick: After I defeated an enemy ship, the boomerang projectiles from the enemy weapons are still circling around their ship.

Oh wait, I think my trace on the starmap returned after I "zoomed out".

My O2 system is blinking red, which is a nice feature. Though, the O2 is at 100%, and I do not understand why it is blinking red.

I got a crew as a reward! Up to 4 crew members.

Listening to the radio is nice.

Enemies are becoming stronger, my sole boarder with 98 kills by now got to less than a third health after killing the 4 or so enemy crew members.

My weapons systems and weapons are the same as in the start. I have upgraded shields, healing, and energy.

When I select a crew member on the left-most side of the screen, and the crew member is not the top one, the crew member jumps up the list. Once the crew member is at the top of the list, I can click the crew symbol again to see the inventory for that crew member. That feels a bit annoying, at least so far.

Nitpick: Possible, though minor (I think), bug: The body armor is currently in the helmet slot: 

Nitpick: I have a bit of trouble understanding the first line in the pop-up hover, namely what "Armor 2.1x" and "Armor 1.1x" means. I can hover over the items to see what they do, which is nice. I cannot hover over the skills yet, however, while in the inventory.

I tried holding 'shift' and 'z' over these parts of the UI:


But it did not show any tooltip/pop-up. It is mostly self-explanatory, though, especially for new players, it might be nice. Might not be worth implementing if it is bothersome to add a tooltip to those UI elements, however.

Is there any saving or loading at the moment? When I select a crew member on the left-most side of the screen, and the crew member is not the top one, the crew member jumps up the list. Once the crew member is at the top of the list, I can click the crew symbol again to see the inventory for that crew member. That feels a bit annoying, at least so far.

Room symbols continued: When you use 'z' or shift to hover over a room type, it might be nice to add the room type symbol to the pop-up hover. Or, maybe have the symbols on the room become colorful and easy to make out? I also wonder: Might it make sense to "shift" the room symbols? Like, room symbols are not placed on the center of tiles, but always on the edges between tiles? That way, characters will never stand fully on top of the symbols, even if the room is full.


Context: I have played FTL in the past, and completed all ships on Hard mode in Advanced edition, though with heavy abuse of pausing. I have also played a little bit of Wodopom previously.

What does "T-clicking" in the tutorial refer to?

For the player ship, the room symbols are difficult to make out from the background for me. In FTL, there is a single, clear to see, room symbol in each room (in FTL, there are also empty rooms without any system on it), for both the player ship and the enemy ship. See also the attached screenshot. In FTL, you can always see the room type of an enemy, I think, unless the enemy ship is cloaked. Could it make sense for you to similarly have a single, clear symbol in each room instead of many symbols that might be difficult to make out? I know you can hold shift or 'z' (which is nice) to see the room type, but it would still be nicer to see at a glance. If you implemented it as an algorithm, it might not require much work. But, an algorithm would also take time and be complex. In FTL, I supposed there is always a "center" tile for a system room to put the room type symbol in, and where a crewmate will never stand fully on top of the symbol, because the center is never a tile. That is not the case for Wodopom. Might that be the explanation for why the creators of FTL never added 1x1 or 1x3 tile rooms? (reverse engineering game design :) ). I do not know what the best approach would be here.


(continued, itch.io gave me an error when I tried to post the original comment).

I tried it on a low-spec system, but it did not work there. It works great so far on a decent-spec system.

Nitpick: I went into the 'Settings' using the mouse, but I do not seem to be able to exit the 'Settings' using the mouse. 'X' and 'Esc' works fine for that, however.

I do not know if I like your keyboard instruction screen. Many parts of it are nice, but, keyboard can have many keys laid out very different from what you show. Like, the six keys above the arrow keys on what you show are not present on one of my keyboards. What I assume are the numpads also are not necessarily consistent across keyboards. Though, if you added names to the specific keys, it might be good, since then the specific keyboard layout matters less, while the keyboard being shown on screen still making it easier to understand the controls, since most keyboards are grossly similar.

I followed the tutorial, and tried a few games, but I am not having much success. I ended up going for leaves, bread and lamp oil items, after that stars up, and then try to parry 2x/3x/4x attacks, but I still die before getting far, either to health reaching zero or lamp oil reaching zero. Am I just too slow or playing poorly?

Nitpick: It took me a bit of time to figure out that there are 4 options in combat, namely defense, useful when the enemy is charging (I assume).

How can I use the materials I gathered? They seem to carry over even after death, which makes the game feel a bit like "power fantasy" and grinding. Have it not been implemented yet? The game came with a helpful warning about features not fully implemented, bugs, and such, so I assume it has not been implemented yet.

Since you have to go so fast, could it make sense to move the health bar up below the lamp oil bar?

Could it maybe make sense to give the player an alternative mode of play, where they have 5 seconds to make each decision? Maybe related to a sort of "difficulty" level? Like, Easy is 10 seconds before lamp oil begins being consumed, Medium is 5 seconds, and Hard is 3 seconds?

Is there any way to quit the tutorial if you entered it a second time, to see controls? Is there any way to see the controls again?

I never used or understood dodging. While playing the tutorial again, is it just a random change to dodge the enemy's attack?

Is there any way to improve or change your equipment currently?

Second time around playing the tutorial, I encountered a "Menacing small rat", level 3. It had 171 health or more, 19 attack, and 15 defense. And I still take a lot of damage from its criticals even when defending. I have 10 attack and 1 defense. Is this a bug? I defeated it after a ton of revives from the fairy. And now I am facing a "Frail small rat", level 4. It has 25 attack and 20 defense.

I do not know how to exit the game normally while in the tutorial screen, so I am force-closing it down. Which is not nice to be forced to do.


I do not think that I am a fan of this genre, for multiple reasons, especially the "timer". But the game still seems early days, as the game warns about in the start (it is nice that the game warns about it). Many parts of the game looks pretty and polished, however.

I would say that I sometimes play them, but this was my first time playing the game, which might have made it more difficult for me. Also, I think I chose a poor strategy at the final part, where the enemies kept stacking up, and I tried a slow and methodical approach to defeating the enemies. Though, I eventually decided to charge through and use a shield when I discovered the large number of enemies in the final room. The second go around was much easier, since I knew to go on the offensive and just charge through.

Seems like a nice small game, but really difficult, since I am not good at fighting games. I did not get far into it.

I tried to get it working on a weak-spec computer, which did not work. But it runs really well on a decent-spec computer.

The main menu UI is beautiful, and I like the simultaneous-transition fading. In general, the graphics are very nice and pretty.

The game seems incredibly polished. Is this a commercial project? It really feels like it.

I do not really like experience systems too much, but many players like them, so that is just a personal preference.

Is there any tutorial? I have just selected the game mode that is not a work in progress according to the description, and I have a bunch of cards in front of me (I picked the first class, the warrior). Will you add a tutorial, maybe with hits? I do not see any "question mark button" that I can click on, or similar, which might have been nice. I think I messed up and accidentally pressed a key on the keyboard to advance to "Main2", but I am also using two computers at the moment.

I like the explanation when you hover over a card. In Magic: The Gathering, the printed cards, the explanations have to be included in the whole card, but here you can instead just read the explanation to the left. A tutorial with the explanation of the basics would still have been nice. Then again, the battle rules are fairly straight-forward, especially if you already know M:TG. So a tutorial might not be necessary.

Nit: Description of "High-quality Crafting Gem": "requiered" -> "required". Do you plan to run an automated spell checker on your texts? I know that Linux has programs like "aspell": https://en.wikipedia.org/wiki/GNU_Aspell

In the first battle I had, I believe I had something like 4 "action"/"mana" points. In the second battle, I started with 1, and got to 2 somehow. I do not understand how or why. Oh, now I am at 3. Does it increase every turn? So, instead of playing lands like in M:TG, it just goes up automatically? Seems like a decent approach. Oh, it is called "Mana". For the first few battles, could you use the pop-up for the mana orb to show a text like "Mana: Mana is used to summon minions or cast spells. Mana is replenished at the start of each turn. Each turn, the maximum amount of mana increases." ?

Nit: Could it also make sense to have the mana symbol in the mana orb be the same as the mana costs on the cards? Just to make it more consistent and let the player visually identify it as the same resource? Though this might be superfluous or very minor.

Will this support multiplayer? I have no idea about the business model, market, competing games in this genre, or the depth or longevity and balance of the gameplay, for this game. I am not really into these types of games, and I do not think I would play M:TG-likes in multiplayer, though I do not mind playing a bit of M:TG-likes. Card games like this can be very popular in multiplayer, I think. A major streamer streamed quite a bit of a computer game version of a major card game a few weeks ago (he might still be doing it), and there seemed to be lots of players involved.

The music is good, I think, but can get a bit repetitive over time. Will you add more tracks?

When the level up screen comes, it tells me to press 'C'. Most of the game can be played with a mouse, I would guess. Will you support touch input? Controllers? Mobile platforms? I do not know how much screen real estate there is on mobile or tablets, so may or may not be a good idea, though I imagine you have already looked into it or have plans to look into it.

Nit: When a minion is exhausted, its portrait becomes grayscale. This is probably good enough as-is, but I feel like a slightly more visually distinctive indication might be good as well. I feel a bit like I have to look more closely than a quick glance to see if a minion is exhausted (in M:TG, cards (in the physical tabletop game, at least) are turned 90 degrees to signify exhaustion). Though, it may just be me that has not gotten used to the game yet.

The first few combats were more or less trivial and a bit boring, but good for learning the game.

The first boss was more or less straight-forward and easy.

Crafting seems bugged. Unless I am misunderstanding something. I can only select for "Active Effect 1". If I click the green buttons with two arrows, I can instead only select for "Passive Effect 1". I tried to increase the number of gems I am spending, but that did not help. I do not understand what I am doing wrong, or if it is bugged. Or is it just not implemented yet? It seems nice and advanced, I must admit. Can I craft non-minion spells? Oh, it is just me that did not understand the UI. I had to select one of the items before pressing the green button. I do not think it is major, but I think it might be useful to improve this UI a bit. Maybe "indent"/"move slight to the right" 'Active Effect 1 Timing' and 'Active Effect 2', such that they visually look to be hierarchically under 'Active Effect 1'? And do the same with the passive sub-items with 'Passive Effect 1' at the top of the "hierarchy"? I am not certain. I apparently cannot "rewind" when selecting effects, just reset it all, however, I believe implementing rewinding would be algorithmically complex. I have implemented something similar in a non-game application once successfully, and while it can be done, a previous programmer failed at doing it, and I cleaned up and fixed it and implemented a slightly involved algorithm for it in his place. Is probably alright as is.

Crafting, continued: Oh, I have to click the white arrows at the portrait to change whether it is a minion or a spell. Is there any way to change the type to something different than "Beast"? Can I change the portrait?

I spent 10 high-quality crafting gems to craft a minion that had 10/10, and which dealt piercing damage (damage beyond the blocker's health goes to the opposing player). The crafting said the card would end up with a mana cost of 3-4 mana, and I lucked out and got a mana cost of 3 mana. Should there be a maximum on how many high-quality crafting gems you can use? Or is the potential OP-ness and brokenness part of the game?

Bug (I think): In the broken card I crafted, it kept its 10/10, but it does not include its "piercing" ability. I could be wrong, but I think a "raw" 10/10 card without that passive ability cost less than the estimated 3-4 mana, maybe 2-3 mana.

I wonder if in-game healing-focused decks is OP for any long dungeon-run, for if you have a lot of healing, healing potions do not seem necessary.

The AI after the first boss is afraid to attack me after I got my 10/10 minion out on the field. Even without its special ability. Of course, I am also not attacking with it currently.

It seems like it would be nice with a lot over actions that happened, like some online board games have. For instance Board Game Arena has a log in the sidebar with player actions and events: https://en.boardgamearena.com/ . But, that is also a multiplayer game.

I think I encountered a significant UI issue (and maybe a battle-gets-stuck bug). I might have run into a bug, where the opponent should have been making a move, but did not. And the "end turn" button was red, and pressing it did nothing, and none of my cards were highlighted. That might mean that the game is stuck there. But, further than that, I went into the "Settings" during the combat, and selected "return to menu", and I ended up at the menu. And I then thought that I could continue the game. But, clicking "Load adventure" shows nothing. I cannot see anywhere to "Continue" my run. And clicking "Castle Raid" again only seems like it wants to start a new run. Did my run get deleted?? Or not saved? I have attached a screenshot of the possibly "stuck-during-battle" state. I tried to search for logs, see below.


Overall, the game seems like a really well-polished and high-quality commercial game. Though, I try to stay clear of these sort of genres of games, since they seem slightly addiction-inducing to me, which I personally dislike. Though there are much worse kinds of games out there. I have no idea about the game's gameplay balance, since I did not get far enough into it. The first really long-lasting battle ended in the above possibly-stuck state. Forging seems really interesting.

Where do I find the logs for the game if I want to send you any logs the game might have generated? I tried looking in AppData/LocalLow, since it is a Unity game, but did not find your game there.

I got it working with:

unrar x Card\ Artisan\ 0.02.rar

Is there any way to change the resolution of the game? Or go into or out of fullscreen?

I get a "File CRC error" when trying to extract the RAR on Linux. Does anyone else get this error?

(1 edit)

This is the first time I am trying out this game.

Nitpick: "Button South" in the starting room refers to "Ctrl", right?

I like the tutorial, it drip feeds you information and lets you try out the controls and mechanics in practice.

What does "Button West" mean?

For some reason, I sometimes can have multiple barrel grenades, without them detonating when I right-click. Is that intended, or a bug? I am confused a bit on that part.

Surprisingly good and surprisingly hard, I like the level design, it is challenging and makes you think.

The demo was very, very short, but great. Charging into the final room at low health, seeing a huge amount of enemies, and using the last shield I had to destroy them, was great. It was difficult, but I liked that.

I did not find the secret area the first time around, replaying now. I only found one small secret area with a shield.

Adding by editing: I cannot click the options buttons with the mouse.