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BigPotato

22
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A member registered Jul 15, 2017 · View creator page →

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I ain't got the dexterity for this.

Really great concise design

Neat thing! Beat it in two. The two separate resources make for fun multi-dimensional decisionmaking. Always fun to see what happens to the deckbuilder design space when a different mechanic becomes central - in this case, meta-scaling. 

On that front, the non-scaling payload cards (i.e. axolotl, map, mole) feel like a trap to me. Maybe they help you out at the start, but they only bog you down near the end of the game. May some sort of action-card-specific synergies are in order? "The next action card you play is played twice"? "Action cards are free this turn"? 

More broadly, I think the game could use some more diversity of viable strategies. Right now I suspect all winning decks are roughly the same-- one or two big, pumped-up scoriums that you try to play as often as possible. There's decent flexibility even within that, but it'd be nice to have some other win conditions. Something with action cards? Lots of smaller scoriums?

Anywho, fun game! Looking forward to see where you go with it!

Rhymes with "goulash."

Huh. Is the "start!" button at the top not working?

Just the mouse. Sorry, no controller support if that's what you're looking for.

Thank goodness

Heh.

Cool game! I hope you also have blast days.

Sure is.

Man, what an elegant system. My only complaint might be that the difficulty doesn't really scale; I'm at 250 right now with no end in sight.

I found Dracula :)

woo, more representation for my boy mattermouth

You've really put the "Hell" in "Hello World!"

Ha, double-purpose jam game and compsci final! Cool main mechanic, could definitely go to some interesting places with some different objects to interact with.

I quite like this.

Woo, perfect run!

Nice job on this. The little text popups are a cool touch.

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"name your mountain using wasd keys" is brilliant

Atlantis feels like a really fitting choice for a Catlevania + water themed game, so kudos for that.  Don't know where the main song is from, but it feels appropriately nautical and Castlevania-y. Took me a while to figure out stairs, and hoo boy is the gravity strong, but overall a fun experience.

Thanks a lot! Mors has let me release a patch, just some minor adjustments, but the difficulty should feel a lot smoother now.

Thanks! Ha, yeah, I had hoped that was intuitive; maybe I should write it out somewhere.

I've been making little functional graphs of the vanilla levels for numbers, but even then it varies wildly. I dunno. I'd like to work out just how the game decides when and what to fill each "thing" with.