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Celtican

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A member registered Jul 16, 2016 · View creator page →

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FYI—the judges at pitch night gave specifically this game an honorable mention since it wasn’t at the pitch night. Everyone said they loved it and that it was super polished!

Great as always. Super cute. Loved the inclusion of the cutscenes!

Thank you! There’s a bug on the WebGL build where you can’t see what you’re drawing if you maximize the game screen at any point—really specific and weird bug. I think your wizard looks snazzy. I quite like your idea of being able to draw some of the card art as well—I hadn’t thought of that!

Oh! Interesting! Well, now I need to play more!

I don’t often see trick card games, this is fun! I like the addition of adding special cards to your deck, it feels like Balatro. I wonder if the cards you drafted should have been more powerful—“draw 3” instead of “draw 2” and so on. Nice work!

The cutscene was great, I never expect game jams to implement stuff like that. I was really excited about the game when I saw the card battler pop up, but it came up short when I spammed the insta-kill card to beat everything. The card battling would have been a lot better if there was more card variance and balance.

This is genuinely my favorite game so far. The gameplay by itself should be quite boring, but the atmosphere is builds up is very exciting. Especially for a goodie two-shoes such as myself.

The art could use improvements, and I wish the laptop UI was a little lower so you could see mom more easily. But the presentation doesn’t matter because the game is just fun. Nice work!

Definitely the most polished entry I’ve seen so far. Goes to show how much you can polish a low-scope game. I especially loved the shopping cart bounce when it changes direction—I often quickly tapped A and D for maximum satisfaction. I also really like the health regeneration—it feels much more forgiving than most other falling-objects games where you have a set number of lives.

I think I would have appreciated a twist or extra mechanic or something—it feels like I’ve played this game before I played it. But perhaps that’s just the game designer in me speaking out.

Huh. I have no idea why that happened. The code is incredibly spaghettified beyond comprehension. I’ll try to fix this when/if I do an update for the WebGL version!

I’m hoping to contend with 1st place—thank you!

There’s definitely some balance issues, I agree that the passives are a little underpowered right now—especially the HP-granting ones. Also, this is the first time I’ve heard of this immortal slime, that’s hilarious.

Thankfully many of the systems that I used in this game I was already familiar with, so I could replicate them relatively easily! Thank you!

Papers, Please crosses over with Space Warlord Organ Trading Simulator. Huh! Very nice.

The aesthetics are certainly on-point. I especially enjoy reading the causes of death—“packet loss” is probably my favorite.

I do wish there was more variety in verifications rather than just double-checking papers. The X-ray was quite fun.

This was enjoyable. A tutorial would certainly be helpful, but I’d really like to see an increase in the rate at which crops are sold. There were several points where I was just waiting to get more money. I also wasn’t a fan of the tarot cards potentially having consequences—I always chose the +/- luck (I don’t know what luck does) instead of the +/- money because I was afraid of losing all of my hard-earned cash. It might be a lot more fun if the tarot cards just gave you positives. You might even be able to turn it into a sort of farming roguelike? Maybe?

I did like the controls, although they were difficult to learn at first. Once I got the hang of it, it was quite relaxing to queue up a whole bunch of movements and then hang back while the character does all the hard work for me. I’ve always felt that Stardew Valley is too slow with its animations, so it was refreshing to see a sort of sped-up version of that. Enjoyable!

Thank you! I usually like to spend a lot of time polishing, but this game had too much scope for me to get very much polish. I added the boss dialogue system in the last 30 minutes, and I would have added hit squishes/floating numbers if I had just an extra hour in the jam. Alas!

Thank you for enjoying! I did a wee playtest with a paper prototype, and I asked the playtester to draw their party. They took a long time, but they mentioned that they really enjoyed it. So I wanted to translate that to the actual game!

Thank ye! The idea originally came from the idea that dungeon shopkeepers are secretly super powerful immortal beings, since they live in incredibly dangerous dungeons. What if the dungeon shopkeeper was also the dungeon boss? What would hat look like? It was an interesting question that created an interesting game.

Thank you! I’m glad I could catch your attention despite not playing roguelikes—I was a little worried that this would be similar enough to other roguelike deckbuilders that people would roll their eyes without much thought.

I agree! There was only so much we could do in the one weekend that we had to develop the game.

What kind of variation are you looking for? More dialogue choices and character art? More mechanics? We're considering adding a small update to the game, so I'd love to hear your thoughts.

I get those points. They're tricky problems to solve!

I'll definitely play this in the lack of Voltorb Flip in the Diamond/Pearl though :)

Nice Voltorb Flip clone, although it does lack some of the satisfaction of flipping tiles. Zero could use some sound effects/animations when clicking a tile for instance.

I also like the different difficulties, although often the easiest difficulty is either "you win" or "50-50 chance lose a life." I'm less admirable about the lives, the stakes are significantly lower when hitting a 0 doesn't make you lose. Imagine a Minesweeper with lives.

I did not sign the exe file (few jam games do), so Windows has no way to verify the safety of the file. You can ignore the warning by clicking "More info -> Run anyways," I believe

Excellent! Although I only played one round (and beat the boss), I do have some thoughts. I really like the concept of just one hand for your entire party, every other game that does otherwise feels so clunky. I also enjoy how moving around is not a card effect and does not use energy. However the game takes a few too many concepts from StS, shaking it up a bit would make the whole experience feel fresh. Maybe have a different system for the map? More variety in the enemies would be nice as well, although it looks like you have more in the pictures than what I got. Additionally, adding ways to impact the grid would add to more variety while keeping on-theme and fun, I think. Perhaps hovering over an enemy unit could show its basic intents (how much damage, to who) over its head, for UX's sake. All in all, a very enjoyable alpha, I will be following developement! Godspeed.