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Fenec250

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A member registered Jul 04, 2021

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A short Hack and Slash game.

The movement is wonky. The character immediately stops if you release all movement keys, but she keeps her momentum if you change direction without stopping: if you run right and press W before releasing D the character will slide right and slowly turn up.

The enemy grapple is unfair. There is no animation before the attack, if you are next to an enemy and they start their grapple you get caught immediately.

I ended up running/dashing past the first stage to the Boss. I tried to parry the boss but couldn't see the difference. After a few failed attempts I defeated him by dashing around to avoid hits and tanking a few hits while I wailed into him. It took me a minute to figure out you need to return to the first stage, I thought the rocks you are supposed to destroy were the grey ones behind the Boss.

Looks interesting!

Before I try it, can you clarify how the use of a Cohere API key with this application respects the Terms Of Use of Cohere? Specifically how is this respecting the point 14.c.iv, which includes not sending pornographic information to their API?

Intimidatingly slow.
You start with nothing but an image to click, which slowly fills a bar. Sometimes a clickable coin appears, giving 10 clicks worth of progress.
This is painfully slow. I gave up before filling 10% of the bar.

Thanks for the game Melongun!

I played three rounds, all wins.
The first round I used the WASD keys, upgraded the Ero Cannon ASAP and got a lot of upgrades in a row after mowing down the group that was following me. After that I stopped getting upgrades, reaching level 100+ by the end of the level.
The second round I used the mouse control, clicking on the character. It felt weird on pc, it was hard to aim at first because you have to click around the character instead of the tank, but I think I got better as time went on. I stopped taking upgrades at level 12 and won.
The third run I tried taking no upgrades and avoiding enemies. I got hit twice during the run, but I was able to win without picking up a single cog.

Interesting game!

I love the gameplay, growing your engine by breeding dice. The first time I reached Socialism I spent hours making my dice more powerful.

I think the pacing is off though. I had multiple runs where I built up my dice, unlocked technologies, lasted 200 turns and fought off the attack only to get an impossible attack next and barely more Prestige than if I had rushed building the wall.

The first Prestige gameplay upgrade, Government, is also completely out of pace. You can unlock it right away, but reaching it requires a lot of investment that does not translate to Prestige gains at this point in the game

I'm not a fan of the Prestige upgrades that increase Prestige gain. I feel bad spending currency and getting nothing for it, it feels like it's artificially making me spend a couple more runs just for the sake of grind. The various upgrades based on unspent Prestige make it worse, you can't easily tell how much you can spend before the Prestige loss outweighs the upgrade you bought.

A couple of suggestions:

- Make more events similar to turn 101 and add a Prestige upgrade that make those events happen less frequently. The goal is to force the first few runs to end quickly, in line with the Prestige rewards

- Make the Prestige upgrades scale on Total Prestige Earned rather than Unspent Prestige.

I attempted to play trough the demo without any artifact. Thanks to my browser slowing down the game, I was successful!

The fourth wave was a chore. Without any damage increase the 3 ogres survive until the 2 cyclops spawn and the faster cyclops get in front of the ogres, blocking your shots with their 40 health.

The Boss herself was easier than I thought. It feels like her strikes and thunderclap attack hitboxes extend a fair bit upwards but not very far down. The strikes can be dodged easily by walking down and towards her, and the thunderclap and lightning fan charge long enough for you to get out of the way.

Nice game so far!

I notice the enemies struggle to follow you. Going up and down the level is an easy way to kite the green guys. The imps and the final boss suffer from this issue as well.

The weapon having 20 shots feels weird? It takes you by surprise when you need to reload. In my case doubly so, with two +60% damage early on I rarely needed to reload in the first levels.

Unprompted suggestion: Lust Shots: every 5 shot is a Lust shot, which stuns the enemy for a short duration. If you defeat an enemy with only Lust Shots, you get a lewd animation of them. Artifacts could interact with this by making Lust Shots more frequent, removing their stun in favor of more damage, making them regen hearts...

Oh, you were referring to Mystic Damsels! Sorry, I didn't get what you were suggesting.

The current Damsels all increase the speed at which a second round progresses. Heart Gem Rate would let you unlock the Shop upgrades faster. Reroll and Rarirty would let you waste less rolls on Lovers.

I agree with you there, these effects don't do much initially. The start takes just as long with Rate and Reroll until you unlock the Shop or Lovers respectively. The Rarity might make it take longer to unlock the Shop by spreading rolls more evenly, checking the math behind it would be difficult. In all cases these bonuses help reach the second Ascension faster, but initially their effect don't do much.

A Mystic Damsel that increases relationship gain would feel better than the current ones at the start after Ascension, and adding it wouldn't take much effort. But I still think the game needs improvements before reaching Ascension in the first place.

I don't see the point of that? You already get quite a lot of mana, getting more increases to a damsel would just make the progression faster, which is not an issue I care about.

If you draw a Lover and the Mystic overflows her count by one more it makes no difference and still feels bad. If you spend 2 minutes tapping the game every 20 minutes to use all the mana you are given, you still spend a lot of time on the game Mystic or not.

I guess it would help you reach the Heart shop faster? Unless the Mystic is acquired from the heart shop itself.

If it's something you get from acquiring Lovers it would lessen that issue? But I'd rather have something when I waste mana drawing a Lover than a passive chance to gain more progress when I draw a card I want progress on.

I'd prefer the dev spends their time on features that make spending mana less time-consuming and drawing Lovers less disappointing.

This game is interesting but counter-intuitive.

The main progression comes from Skill Mastery which you get by getting levels in the skill. The early level are faster to get, so the best way to raise Mastery is by dying as fast as possible after getting a few levels in the skill to train. This makes the first few unlocks useless: increasing your max DL makes you gain Mastery slower! The only purpose of these unlocks at this point is to gain achievements... whose rewards also increase your survivability and slow you down!

Once you get to Thinking 9 you do need some boosts to start getting exp in Perfectionism, but once you get a Mastery level it's more efficient to reduce the life duration than to push for more Perfectionism levels at once.

And then Thinking 12 adds a Combat system and Perks... that have no link to the existing systems at all! No impact on DL, no Gold reward, no benefit from existing skill, drink or shop items, it just takes time away from grinding Skills while you fight to get Perks. And the first per is... increased max DL, slower Mastery!

I'm at Thinking 13 and have not tried getting the Combat skills unlocked there. It seems pointless: why invest time into getting enough money and shop items to get a level and get 2-4 more Perk points when I could instead take 3 lives to gather 3x2 Perk points? The only reason to bother with Combat skills is to complete the Training Grounds.

In the end it all boils down to how Mastery is easier to grind with short lives. If you make the Mastery exp per skill level match the growth of the skill level exp, then it would make long lives more efficient and the rest of the game would make sense.

(1 edit)

V1.5: Do not start playing with this version, it's a waste of time. (Edit: it gets better)

At first the game is simple and nice, you tap a button to draw a random card featuring a pretty girl with exposed genitals and breasts hidden be heart marks. Drawing the same girl again raises a counter and at certain thresholds it reduces or removes the censoring, and with each threshold you gain currency. That's where the good part ends.

You can stock up to 50 draws at once, which takes under 20 minutes to recharge. The animation to draw a girl takes around 2 seconds and there is no way to draw multiple at once, which means you are spending almost 10% of your time clicking a button on this game. There is a SFW option that hides the picture so you can play this in  public.

The shop shown in the screenshot is locked behind unlocking all available regions. In v1.5, this means you have to grind 1350 gems at the slowest speed available before you can buy any upgrade. With each update that adds new content, this barrier to entry grows larger.

So until you have acquired 1350+ gems, the only thing you can do is check your phone every 15 minutes and tap a button every two seconds to draw a girl. In one day playing rather often, I acquired around 500 gems before running into the next design issue: girls that have been fully unlocked are not removed from the pool and can be drawn again, giving no benefit. The game not only locks you to the slowest progression, it slows down that progression further as you progress! And this is not an oversight, there is a feature to work around this... locked behind fully unlocking the whole collection.

It's probably enjoyable if are playing since v1.0 and were able to buy upgrades before they were locked behind additional regions. As it is, the game takes too long to give you mechanical options, it is not enjoyable.

Edit: The game gets better once you have collected all Common Lovers, that part is the slowest and takes about half of the game despite being only 1 tier. The Reroll perk from Ascension also makes a huge difference, adding player agency. Playing still takes lots of real time, but if you want something you can play for a short time anytime you want a break, this game is great. Playing for 3 minutes every 17 minutes meshes well with my cardio routine.

Here's a few ideas to improve the game:

  • Add a second currency gained by drawing Lover cards, that can be used to buy temporary benefits such as a Luck boost for 10 draws, a mana refill with an incremental cost that resets daily or a bank of single use mana storage.
  • Unlock the Heart shop earlier, not based on the amount of available content. I suggest unlocking it after 1 region is unlocked.
  • Add an option to skip the draw animation or draw multiple at once.
Roads and Riches community · Created a new topic Feedback

Thank you for making this game!

Here's some feedback.

  • The automation feels odd. It feels bad to pay 70 for something that essentially does nothing, and you have to pay a 140 more to get to 8 queue length that covers the smallest route, around the 2medicine->4spice action.
  • I love the Tax system! It's nice to play around it, it turns the upgrades with linear costs into more interesting challenges.
  • I reached 400 gold by using a Spice, Medicine and Wine route. I didn't need the 200 Rep actions.

Here's some suggestions:

  • Unlock a Note for free by reaching each Tax level. This way the player does not spend money on something that gives no mechanical benefit, but they still have to work to unlock the Notes.
  • Similarly, the Queue Size for Notes could be based on the highest Reputation reached
  • Being able to repeat the same action in the same Queue slot would greatly reduce the need for Queue Size.

Great little game!

Spoilers for the final level:

I'm not sure how the final level is supposed to go. In my run Big Guy stayed put after clearing the area around the cyst, tanking the shots from the flowers while I peeked in front of them to cleanse the cyst. After a while there were too many bullets to safely peek, not to mention Big Guy's health taking a toll, so I ordered a retreat. After healing Big Guy I noticed the bullets has stopped spawning, letting me sprint to the cyst to deliver the last points of healing. I feel like it was meant to be a challenge where you need to pace yourself and clear the flowers before their number gives them more damage than you can heal, I feel like I cheesed it.

Hello Itamus!

I like your game, I like the concept a lot, but it's hard to play due to all the bugs it has. Fortunately for me, I can fix them.

I have made a patch to fix the bugs I found, it's available on the F95 forums (post 198 on the thread for your game). Please, feel free to use these fixes in the main game.

The F95 forums are also a good place to gather feedback and bug reports. There's already a thread for your game with links to your SubscribeStar and Patreon, you can ask a mod to claim ownership of the thread. It's a good place to gather feedback, bug reports and to give visibility to your game.

Nice game! Here's a few things I noticed:
- The Merge feature is not obvious and the later balls are more cost efficient initially. I completed a few Prestige using no more than 3 of any ball before I discovered Merging.
- There doesn't seem to be a benefit to pushing for a high level. You seem to get more Diamond per second if you prestige as soon as the game slows down. There is no goal to grind towards.

Idea: a loadout system.
- When you reach certain levels for the first time you unlock a new Ball type.
- When you Prestige, you can choose 5 balls you have access to for your next run.

Cool little game! If you are struggling try resetting the game until you get a 6 on year one. The early rolls are the most important ones, the game is much easier (and more interesting) when start trying to match dice.

Nice game! There is one thing that annoys me: you can't turn off the Autobuyers (or at least I haven't figured out how). Some autobuyers will always upgrade ASAP after getting another upgrade (I RUN, The Witch of LOREDelith) and will put their inputs in the negative, which prevents the other autobuyers with this input from upgrading even though they use a tiny fraction of the input. I would love a "Crumbs" mode where the autobuyer never puts its input in the negative.

Great game! I loved how the Timewarp skill unlocked just as I was thinking "I'd like some way to speed up the game". Unfortunately I think that's not enough, even with this skill there are times where I would want to reset early rather than grind a few more levels over the course of a decades.