CoronaVitae
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One of the top games on Playdate for people that like the "quick fix" style of play. Very deep, insofar as the game is inherently fair (because it is symmetrical), but very hard!Dev, why not submit this to the catalogue? It's perfect. Ah, your game is already on the catalogue! I never saw it while browsing. Too bad it isn't included in the "quick plays" or "crank free games" categories.
Also, bumping the request for pass-and-play.
If you added https://pdportal.net/ support, you would be the first game to do so, and I think you would shoot to the top of the charts.
It's a very fun game, and not a bad implementation. Right now, though, it's bug city. The "new game" function essentially doesn't work, because if you use it your next game will bug in a way that makes it unwinable.
Issues (on Safari, OSX)
1. After starting a new game, unused diamonds frequently refuse to attack cards, especially aces. Occasionally, a diamond will attack, but the monster card will not disappear; the diamond then refuses to attack going forward.
2. There appears to be an "off-by-one" error in the win-condition, as I always win with one card left, sometimes a card that would kill me.
3. The "room" cards are almost exactly four card-lengths to the right of where they should be.
Very well made. More than just a proof-of-concept, it's actually a playable, potentially fun game, and I could imagine people getting really into it.
The name is pretty interesting, since it has nothing to do with Tetris but appears to be a game that requires the same skills as high-level Tetris play (rapid repeated direction clicking in response to brief glances at screen geometry).
Amazing, thanks for typing all that out! That makes perfect sense.
BTW, there appears to be a glitch in the browser version. If you set the rule to "runs on timer" and add the necessary ingredients, it seems to run twice. So setting the first default rule to "timer" and adding a triangle and circle results in two squares instead of one.
I’m going to be honest, I have no idea how to read what you’ve posted in these comments. Is this something that would make sense if I wasn’t in the itch emulator?
Related question: do any of the symbols have inherent meaning or functions? It looks like two of them are the same symbol as as the “run operation” and “undo” buttons, but when I use them they seem to operate exactly like any other symbol.
Edit: I read the longer guide on Pocket Rewriting, and it looks like there are some additional functions I need to play with and understand. Still, some additional clarification on the notation system used here would be appreciated.
Very cool proof-of-concept.
The puzzles were a bit simple, but the presentation was great.
There is a game-breaking. bug right after the second rock-moving scene (after the earthquake). You move upwards to change to the next scene, but you land on top of a wall between land and water. If you continue to move up (which is likely, since you were pressing up to enter the scene) you walk north of the wall and are trapped outside the playable area.
It's weird that no one has posted the third ending. I also can't find it. things that don't work:
Here are things that don't work.
I wonder if getting 50 on the cat game after one animal dies but before the other dies would do it...
Pretty cool! An excellent Jam-Game.
It is a little bit of an anti-game though. The sides are so evenly matched that the war sustains itself with little player input usually.
The cards don't make much of a difference since the units die so quickly and the cards cost so much.
There is also a glitch/balance issue after level 15, where the AI appear unwilling to win. Even spending all of your cards on one side will not make it win, and eventually you have two level 20 sides with thousands of dollars they won't spend quickly enough. Eventually the game crashes.
Well, the ending hints at a secret ending that may not have been implemented - though dev hasn't responded to the question about secret endings, so maybe there is something?
If there is a secret, you don't get it by having a zero-damage run (just tried that), or by shooting the walls (tried) or, it seems, by having the enemies run into the walls.
Really cool and well done. I'm finding it brutally hard right now. Maybe a little more explanation in the description?
As I play I'm slowly figuring out that there is a lot of information built into the display, but it took me a while and I'm still not sure I totally get what's going on.
Edit: Oh, there's a help page!
Edit 2: It seems like I lose attack and defense each time I move a card (regardless of demon clock). This doesn't seem to be mentioned in the help page (which is very nicely done).
Great game!
I always feel a little bummed out by games like this, because just as it gets you hooked it comes to an end. The third act especially was less difficult than the earlier two, even while introducing the coolest abilities.
Still, release-quality game design, really impressive! Hope this level of polish turns into something longer I can buy.
FYI the limit to the knife summon seems not to be functioning. If I understand the card-text right, he should be losing health as he heals, and heal only up to 3 health (or whatever his health is at the time knives are activated). For me, all copies of the knife summon are healing an unlimited amount, and not suffering any health loss from healing.
Great update! I'd say the demo is looking polished and a great advert for the game. I really like the mixing of the deck order - the seagull is a good boss, but knowing it's the final one every time makes it easy to beat with certain decks (reflection wrecks it pretty fast, but has more trouble with other creatures and bosses).
If I could make a suggestion: adding some hint of a larger story/mystery to the intro and ending of the demo seems to be a common way to hook players to buy the full game. The only thing missing from the current demo is a sense of "wait, where's the rest? What happens next?"
Looks great...either the balance is off or I am just not getting it. When a town wants to buy a good, it gives me 2 currency in trade, but no good ever costs less than 2 to buy. This would seem to mean that your net worth is constantly decreasing as you consume and sell resources.
I'm clearly missing the part where you acquire cheap resources.
One was just left of the cola bottle in the pit. "Left" might be a poor description, but I was fighting one of the creatures (either a 2-hit creature or a 4-hit creature) in between two blocks of stone, and rolling back rolled me through the wall to the right, slightly down, and (with enough jiggling) into the "hidden" cola bottle.
The other Time was in one of the abandoned indoor buildings, I think maybe the elevator building or the building with the oil? In the upper-left of the building I clipped through the ceiling, got stuck, and had to reload
The third time was in one of the cave sections where you exit a train car and can explore before going into the next traincar. I rolled backwards (maybe dodging an enemy) and through the wall, into the next cave section outside of a train car.
Sorry if that's too vague; if I catch the next build I'll pay more attention on my next playthrough.
Really Great! Can't wait to buy the full version.
Bugs: there are some issues with clipping(?) through the walls while spinning forward or backwards especially in the cave areas (both the train tunnel and especially the hole). I was able to jiggle my way out in 2/3 cases, but one time I had to reset, and I did end up (inadvertently) skipping a lot of the hole because of it. Maybe something worth checking on. There are also some areas in the isometric areas where your robot can walk places it shouldn't be able to. Inside the ship, for example, there is a tunnel of walkable space on the far right going up that can put you into a tunnel that is hard to walk out of. The other examples I found were just being able to walk too far up into walls, creating a weird visual, but didn't affect gameplay.
I did throw mugs on the ground. Eventually, one mimic mimicked one mug, but that was over the course of at least 20 minutes watching them walk around the mugs. I might have just had bad luck, but I kindof suspect an issue is drastically reducing the mimic rate.
I loved the atmosphere, and the music and graphics. It's a beautiful project. If you keep developing it, I would love to spend more time in this cool mimic space once there is more to do.