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CoronaVitae

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A member registered Jun 08, 2020 · View creator page →

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Amazing. “Tiny metroidvania” can mean “almost no playtime” or “plenty of play with all the charge cut away.” This is the latter.  Really fun, and simple enough to pick up and put down on the go. A classic.

Dev, this is the best solitaire implementation I've seen since Windows 95. BUT

You fucked up Klondike, the basic solitaire game. Like, game-breaking fucked up. 

You're not supposed to be able to play any card but King into a blank space.This is the only reason that it matters that the cards are piled in the 1-2-3-4-5-6-7 pattern. If you take from a lower pile, you make space for a king, but potentially end up with a dead, empty row if you don't need a king. If you take from a higher pile, you keep revealing cards, but you might not have the space you need for a king.

Without this rule, every pile is functionally equivalent to every other pile, and you just start revealing cards from the left every time (because if you empty a row you can always just pull the top card from another row into that empty spot).

The result is that the game is way easier than it should be, and (if the player thinks it through) loses some of the bare-minimum strategy that's part of solitaire. I would humbly request you consider changing this small deviation from standard play, especially since it is in the mode most players prefer.

With that fix, I think you could call this the perfect playdate game, one which should belong on every device.

FYI I had the same bug happen to me, and I’m till in the “doesn’t appear but isn’t inventory” state. If it would be helpful I can dump my memory state or share my save files.

I think there’s a bug on the library level that causes the player to fall into a pit and die - over and over again.

⭐️⭐️⭐️⭐️⭐️/5

Same. Some of those jumps I had trouble making even when the cat wasn't chasing me (because it was waiting ahead to eat me).

Let me know if you'd be interested in collaborating. I would love to try my hand at adding pass-and-play to Clash Cards!

👀

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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.

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On the last point: yes, the room cards were spaced way to the right. If you didn’t notice this, then I assume it’s likely a browser/pc issue? I’m on apple silicon (forgot to add that).

Hey, I've made a method of linking two playdates together. I'd like to add multi-device multiplayer to your project. Would you object to me forking the repo for this on GitHub?

Hey, would you consider making some of the earlier versions available for download? This version has some cool enhancements, but the earlier version was really minimalist and refined. I imagined it as a genuine replacement for minesweeper in the future.

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.

Nice! I really like the art.

I would agree with the first two points. I haven't gotten far enough for the latter points.

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).

It felt like the journey was more rewarding than the victory by the end. I think that makes it a good game?

I really want an "escape the box" secondary ending.

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Dang. It starts out feeling totally random, and by the end you've figured out how to ride the probabilities. Really fun.

Beating the dragon is VERY satisfying. I was finding secret mechanics even in the final ten turns.

Very cool! I was thinking of a way to make a calculator using the placement of symbols that could act as buttons.

I think that might be possible using the default symbol locations, but I suppose the extra rules for buttons would make it run out of space.

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.

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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.

I'm shocked! I cleared 90% of the brick and spent all of my money mining metal just to get to the blue square. I can't believe you were that close to getting 2 green squares!

I imagine the dev planned for all the resources to max out there, so you can never find the 2 green square combo.

Bravo! A new type of 2d game mechanic that works well and has emergent gameplay properties. Super cool!

Graphics aren't bad either!

Super cool. An obvious next step would be to make an import and export function so we can share things we've created (by which I mean smarter people can share and I can try them out).

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.

A quick little game that is made great by its art, music, and overall design refinement. The neat puzzle mechanic doesn't overstay its welcome.

Nice work!

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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.
  • Starving the Cat (It can’t die)
  • Never playing the Cat’s game (no progress)
  • Starving the other animals (they die and ending 2 may happen)
  • Starving all animals (all but cat die, ending 2 possible)
  • Holding down any button or combination of buttons for a long time (no effect)
  • Doing nothing for a long time.
  • Getting >30 on the cat game after one animal dies but before both die (game simply continues)

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.

What a weird, wonderful game! It's a fun, well-animated time-burner. Almost like a clicker game, but with collecting and selling cute items instead of mindlessly clicking a button.

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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.

Congrats on getting back into it! It's an original idea, hope it develops into something really cool.

It's so funny to me that, for once, my janky setup (Firefox on an m2 Mac with 8gb Ram) isn't getting any of the glitches people are posting.

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?"

Ah, got it.  I guess that was my personal functional hyper focus.  I heard "trader" and thought "avoid combat."

Woah! Awesome! I was not optimistic you would figure it out given how little info I could give.

I get that, but that means that I need to acquire resources for either 0 or 1 gold in order to make any money.

I haven't seen any way to get new resources for less than 2 gold. Am I supposed to farm enemies?

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.