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I admit I was little sleep deprived when I was reading your post so I accept I misunderstood the main issue.
The game is fairly broken, in all ways that you mentioned and then some, depending on far you 'progress' with developing your dungeon. Even without the bugs, most combat skill this game expects you to utilize just doesn't really work/matter past a certain point anyway, so all the stuff I mentioned just feels like abusing something the developer forgot about / hasn't fixed yet.
Attacks seem to take a lot of processing power, and this has crashed my game at least twice when the enemies can start hitting with a flurry of 20 attacks in one turn as if the first hit isn't already a TKO. I don't know exactly if this is related to your issue, but them doing a stupid amount of moves against you at higher levels is 'normal' so it could at least explain why it's freezing.

Sorry if my post came off as offensive, I would have also preferred it if this game works as intended without the bugs or broken scaling issues it has.

I like the artwork and how you gain gems from clicking on the 'upgrades' attached to the GBASP.
The fact that it was quick and easy to finish, which is a bit surprising for an idle/clicker game, made me wonder why there's a save feature? It's still nice for the sake of seeing the whole game.

Also, I prefer putting Digimon stickers on my Gameboy consoles, but maybe that's just my preference.

I remember playing this quite a while ago and loving the silly concept of a fisherman using a seal instead of a hook, like taking a sea dog for a walk, in the style of a Gameboy game.
Although I feel a bit disappointed with how empty half the game feels, it is nice to come back and see news of the idea being adapted and expanded upon with 'Bob & Dob evolved'.

I still think it would be nice to see this game in a more completed state, even if it's to close up the out of bound gaps and put a few more fish/birds in the right half of the map.

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I appreciate the sound response.

I will admit, there is still some calculated skill that I'm not fully taking advantage of with the dice rolls, mainly with the 'unlucky 13' mechanic, so my only real gripe is getting lucky with crew members. I do like the events that rely on choices or risk and reward so the idea of the good events being more likely before you take on crew seems good, I also like the encounter that gives you a choice of two crew members. 

With the enemy crew types, I've only had real issues with Evil Dandy and the Diplomat. I would maybe suggest some of these crew effects only last for a number of turns rather than the entire combat?

Regardless, I have enjoyed discovering and/or figuring out all of the different aspects this game has to offer, even when I am astoundingly unlucky.

I'm not personally big on weight gain, but I am still a sucker for Mystery Dungeon games, and this is pretty good for a Jam game.

I understand you've more or less put this on hiatus to focus on other projects, but I do think you did a good job with the additions in the post jam to smooth it out and give it more re-playability also, (only really snowballing at around 2+ tons).

Whether you've heard it or not, I'm sure you could have plenty of ways to expand upon this with food themed floors, different playable characters and effects. The main thing I would suggest is have rooms and hallways scale up to accommodate the character size, since it becomes tricky to judge which tile you're on at the maximum size.

It's a good and simple RNG game, although the odds of getting a 'good run' seem to be heavily stacked against me somehow, always giving me 1 or 2 bad encounters in a row just when I think I have a chance.
On some runs, I wont have a single chance of getting another crewmember and then die because the dice wont roll well enough for me to trade shots. Other times I'll get multiple crew members/powerups that turn out to be essentially useless in the run before I encounter an enemy with crew members that actually help in combat.

I literally just lost my last two runs where I had splash damage or double shots to the same guy who can stun my crew, what are the chances?!

Also, I have no clue how to win against the angels, and they seem so rare and brutally costly to deal with, that I probably wouldn't take the chance even if I did know.

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It's true the gameplay loop starts to break down at around this stage due to gold hoarding and how the power scaling doesn't account for the fact that you can just run several gold mines at once, or maybe it does and you're just expected to have hoards of followers die per invader.
Since I started with the idea of just creating a spike corridor, I figured out quickly that any invader will die or come close to dying before they even encounter anyone. (You might want to consider starting another save to try this)

For whatever reason, all the status bars, in this version, are fixed at 100, and 4 level 5 spike traps do a fixed 26 damage (you do the math on that one). With a graveyard and an alter, you have the option to revive any of them and now you have a high levelled zombie.

If you would rather have high levelled living followers or don't want to put in a spike trap corridor, then:

  • Use Nail Bombs! Nail Bombs have the equally amazing property of having fixed damage, just chucking 7 Nail Bombs at someone(7 x 15 = 105 damage) will always take them down to 0 health. Unlike in monster capture games, a character at 0 health only dies once you end your turn, which means you can either use the capture ability or Shackles.
  • Send followers out to capture others. Whether you managed to capture a high levelled follower, or they somehow died, you can always send them back out in search for others to bring back (yes I mean sending zombies out, not just a corpse). Followers will always capture others around their level.

This all being said, high levels become a bit pointless since combat just turns into sticking sharp objects into anyone until they either submit or die, but it at least gives you the freedom of keeping whoever you want despite their combat ability.

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I played through it again on the Downloadable Windows version just in case it was a browser issue, but it seemed to crash in a very similar, if not the same, situation:

  • Owning 11 birds; 4 Ravens, 6 Pigeons and 1 Heron (all with freight upgrades. Non of them sold or moved.)
  • Accepting a delivery on the day after purchasing the last bird (which was a pigeon).

I suspect it could also have something to do with the day number, but I will need to play through it again to make sure since I couldn't take a screenshot of the exact moment the Windows downloadable crashed.

I've added a screenshot of when it froze/crashed on the browser version just in case. It was the same situation, right after I accepted some contracts.

I really enjoyed this game with how much detail has been put into the building and general environment. It feels like it has a lot of potential to expand, both mechanically with the weather and upgrades, or just visually with decorations and settings.
If you were to add anything though, I would really recommend a save feature first.

Unfortunately, I have the same issue a lot of others have had with the game crashing. I figured it has something to do with owning 11-12 birds that causes the issue, since I've managed to unlock all patrons (on my second run), but owning enough birds to complete the final contract ends up freezing the game soon after.

I really hope to see more from this and thank you for sharing it.

It's a fun roguelite bullet hell. I've only seen one or two others with snake x tank movement but this looks the most polished, plus, I like that it's a corgi rather than a snake or caterpillar.
I hope to see more from this game in the future.

As someone who has interacted with dogs at various points in time, I can confirm that this simulation is pretty accurate.
Well done.

I enjoyed the environmental art and the music in this paired with minimalist guidance.

It's a nice and well designed game for how small it is, both visually and mechanically. I don't know how some others here are saying it's 'relaxing' because I was stressing out trying to get the latte orders done, I actually preferred the late night customers more for their simple orders.

If I had to be nitpicky, I would just point out that it's possible that customers can leave the queue before it's possible to finish their order, that being said, the game doesn't really penalize you for failing orders, so it seems okay.

I added this as as part of a games bundle to gift to my brother last year.
I think the humour is spot on for how goofy and nonsensical this gets with the more you progress, thoroughly baffled him.
Thanks for continuing to share these.

I enjoyed the both this and the Jack & Casie game when it was relatively new. The art style and humour were a refreshing mix on both the RPG and Tetris genres. I only knew about the drama that followed with Shoutscion not delivering with the kickstarter, but I only just recently learned about his passing when returning to this.

Even though I would love to have seen Jack & Casie as a completed game, I appreciate the effort you put into developing and publishing this Demake, as well as updating the description with the news of his passing.

Despite this being such a simple Jam game, I will always remember this important lesson when going into game development.

I enjoyed the creative story and unique characters in this game. I didn't even suspect it had a looping mechanic, which I think is great since I tend to avoid those games, that focus on that, like the plague.

I feel this is one of the better examples of how to do re-birth in idle games, since it encourages the player to care more about the in-game world and not just making numbers go up faster until you hit the next upgrade/stage of progression.