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EffieArtoria

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A member registered Dec 24, 2019 · View creator page →

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I really enjoyed this, felt really tense and tactical. I did give up on the final boss though, I was too demoralized after spending a couple of attempts and quite a long time fighting my way through one king, I lost it when I wiped after that.

Random assortment of thoughts:

  • Every single fight I died and picked "restart with full HP/MP"
  • I didn't like trying to figure out how to close out a fight with high HP/MP and just felt frustrated that I could heal after battle, but not restore MP
  • There were a couple of fights that I felt like bad luck would just spell defeat even if I planned really well- e.g one fight where there were two fast air wizards and if they both targeted the character with low magic defence, she'd just die and the fight would be a lot harder. I think I only cleared those fights when I had the luck for that not to happen
  • I had great difficulty telling what was happening when Spite was involved
  • I really enjoyed "The Kings suffer Insolvency"
  • I think the trick to the Kings fight was tracking which one had MP (and how much) and mitigating properly, but it felt quite difficult to do so without busting out a pad and pencil and watching the text notifications like a hawk

Thank you for a really interesting game

I think I encountered a bug. I played through one screen with no problems. On the second, the last block was an "X" block, and when I broke it, an enemy spawned. When I defeated the enemy, I could no longer move Ribbon, but nothing happened. I could swing her weapon and I fired the little beam, but that's all. I waited twenty seconds or so then closed the game. I was playing it in my browser in Firefox, is that helps.

Thanks for your kind words! It's been a while since I worked on this one so it's a bit hard to remember. I definitely used Yanfly's Steal & Snatch script, but I modified it a little. Same with a couple of the other bits. If you have anything specific you want to know about let me know and I'll see if I can dig out the details.

What's the intended animation framerate for these? I imported them into aseprite with a default 100ms per frame, but it was way too fast. 200ms seems decent, but do you have an intended framerate?

Very fun, I enjoyed playing through all the levels and it was very satisfying to see the big rain of dice hitting all at once afterwards. I think I was quite deep into the second level before realising I could upgrade or sell towers, but I guess I did learn it naturally enough through play.

This is maybe an unfair criticism, because I've felt the same way about a lot of tower defence games that were *not* made in a weekend, but I struggled to tell how strategically effective my decisions were, see strategies beyond "slap as many towers down as possible" and sense a payoff. I always like a slow tower in this sort of thing because it gives a very obvious visible synergy - "ahah, this slow tower would be useless on its own, but nested in amongst my high damage towers it's doubling their value", etc.

With the sheer number of dice it was also a bit tricky to tell if I was rolling above or below average. I think once I felt like I was absolutely rolling in cash, but the rest of the time it just felt like decent money, and at that point I wasn't sure I was really feeling different from if I'd just been handed a big pile of cash. It might be more interesting if you were handed a random assortment of towers to place and had to be strategic with what you had?

In any case, still one of the most fun games I've played in the jam and the only TD I've seen. Slick and polished, I would have believed this was a professional browser or mobile game!

A fun wee platformer! It did feel like roll mode more-or-less served as a double jump. Having some sort of opportunity to roll down a slop fast would've been very nice. The camera sometimes changed a fair bit when switching to roll mode which made the platforming harder. A drop shadow would also be good to see where you're going. Overall lovely.

Thanks so much! That's a good idea about the enemy battlers, I definitely wasn't nuts about the assets I had to use for the NPCs in gossip.


I'm not working on Episode 2 at the moment but if I start on it I'll definitely post here!

Thanks! I'm so happy you liked it!

Ah! I think I probably overdid it with the disappearing ghosts which are (for RPG Maker) kind of processor intensive. A bit annoying, they really *shouln't* be that bad but I suppose that's how RPG Maker is. I could stand to have a couple less of them, though, since you're unlikely to run into all of them.