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Awesomeisme2

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A member registered Jul 12, 2020 · View creator page →

Creator of

Recent community posts

Thank you for your feedback.
I agree that the bar on the right is a bit tricky as it splits your attention too much. Long term I am not sure if we are going to keep the timer anyway, but if we do, it could be a lot better in the middle or attached to the cursor as a ring indicator.

With the arrangement of cards, it's a bit trickier finding a placement that works for both the vertical and horizontal aspect ratios due to the tiling of the scenes. I will experiment though and see if I can find a better solution.

Thanks!

Thanks so much for your feedback!
I agree the differentiation wasn't there for this release. In the future, we would like to add more cards that differentiate the classes more. We are also adding "class abilities" which activate when they play specific cards.

I would love to add tooltips in the future to help make things more understandable.

Ha, ha. Love to hear it. Keep your eyes peeled for a new release after the jam rating period ends!

Nice idea. Nice visual style and artwork.
In terms of mechanics, I feel like there was no incentive to ever stop shooting as the small ship, so maybe having a form of resource could improve that.
Furthermore, there was little incentive to ever go slowly. Making you be able to crash into asteroids and damage your ship might have helped to mitigate that.

Overall, a solidly implemented little game, that was fun to fly about in.

Interesting game with a puzzle element to it. 
It took me a while to realise you had to click on the hex, and not  the tile with the rabbit on to capture it.

Wonderful pieces of artwork.


Wow, amazing game! Wonderful visual style, and music to match.
Mechanically well put together, though I felt on a few levels the controls were a bit clunky and I could not grab onto what I wanted to.

Thanks for your feedback.

Regarding the UI, I have added a legend to the Itch page to hopefully mitigate some of the issues you were facing. Ideally, this would have been in the game with Toolips, but unfortunately, we ran out of time to implement it.

Animations were also something we had considered, and are planning to add in the future, to increase visual clarity and help associate the cards with the effects better.

Regarding class member restrictions, I do agree that having all the party the same class is frustrating. In the future, there may be more cards to incentivise certain combinations of specific classes. Also, adding weights to the random options may be beneficial, to increase party variety, and minimise the recurrence of the same characters.

Thanks for your detailed feedback.

Thanks for your feedback.

The timing element is definitely divisive. I think if there were more complex cards and more synergy between them, that might be enough to change to a timeless system. Furthermore, the addition of class features, which can affect other characters, would also necessitate more strategy and longer times. I will keep your comment in mind when I release the next version of the game.

Regarding the UI, I have added a legend to the Itch page to hopefully mitigate some of the issues you were facing. Ideally, this would have been in the game with Toolips, but unfortunately, we ran out of time to implement it.

Finally, regarding spamming cards, this wasn't really what I had originally envisioned either, so I am looking to make the game require more thought and strategy in the future (thought, as aforementioned, the timer may have to be changed/removed at that time.

Thanks again for your detailed feedback.

Thanks for your comment! We have many ideas for improving the game in the feature, including more cards/classes and enemy types for more varied runs, better balance, bug fixes, and class abilities.

Thanks for the feedback, I am glad you enjoyed it!

Hi there,

Thanks for your feedback! One of the first things we discussed in our team after creating the first build of the game, was that it could be great in VR, but for now, we are just trying to build the non-VR version, fix bugs, and add mechanics etc...

In terms of the text size, we understand that it has been a problem for many people. We are looking at implementing a system with smaller sticky notes in the world, that you can click on in order to bring them up larger on your screen to read. I think this would help to resolve this problem.

Thanks again for your feedback!

Thanks so much for the feedback!

We are currently collecting bugs to patch in the next release of the game, thanks for raising these issues. 

Interesting concept, however, I think the combination of random damage and random hidden hit chance is too much.


Also, the stun cards seem really op, as even when you miss it still stuns the enemy.

Cool concept with the directional dice, that is very creative, and I haven't seen that done before. Maybe you could add some kind of feature to stop the direction dice from rolling the same value though?

Maybe also in order to make it more strategic and rely less on input randomness, you could sum the values of the number dice rolled, and use that as a movement meter, which can be spent by the player in however much they wanted, instead of relying on getting the exact values you need.

Thanks for playing! I'm really happy that you liked the art style and blend of 2D and 3D assets. We have plans to build a better tutorial in the next version of the game, and highlights or arrows are a good suggestion.

Thanks for playing! We have plans to build a better tutorial in the next version of the game. I am glad you think it is cool!

Thanks for your feedback, I am glad you enjoyed it!

Thanks so much for the feedback!

I'm glad you like the concept, I think with more refinement the collisions and physics add another element of interaction to the game to make it more engaging.

We are currently collecting bugs to patch in the next release of the game, thanks for raising these issues. 

Cool idea, nicely implemented. Could have been improved by adding comas between sets of three numbers ie: 1,000,000 to improve legibility.