Muchas gracias
Filmstars
Creator of
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Hey there, thanks for the comment and trying so much of the game!
Can I ask you to submit your replays to the highscore board, if it’s not too much of a hassle / too spooky to allow inet access? Is really interesting for me to see the gameplay. You just have to open the replay list in the launcher (Replays -> "Choose replay file.."), then go through the entries and click the "Submit Highscore" button (lower right). Gotta leave the launcher open a bit, as the replays will be sent to the server for validation one by one.
>what would you like to see in a more motivating progression system?
What I like
- Within a run, if the run goes longer, new enemies and new zones should appear
- Metaprogression: instead of just the char getting stronger, I prefer the game growing in complexity. New weapons and pickups, but not necessarily better ones. And so on.
I’m basically extreme RoR fanboy. Many games do it differently and they also find success, but … to me, not that appealing.
Pretty cool game idea, unfortunately my recording failed. (Thanks, Wayland.)
I was surprised that resurrected units stay with you after battle, that’s indeed an interesting twist. Just feels a bit stupid that you cannot rezz after battle end, so you have to plan a good line to max your resurrections. I mean, it is good gameplay, but frustrating lore.
Nice concept, definitely worth fleshing out further.
Glad you enjoyed it! Camouflaged units are revealed by the Envoy (can be created by the Witch King), the Witch King himself, and any unit with Perception 13 or higher. Usually in singleplayer you would always have one or more Envoys around, as they can also take camps and ferry items. But I understand the camo dinos are kindofa noob killer.
Witch King healing on Easy might be the idea. Since everything else is kinda "infinite" I was always against giving any way at all to heal the King. But on Easy, anything goes.
>What are you planning to add in the future?
Besides adding even more different units, I was hoping to make some sort of campaign to teach the game and all its units step by step. Maybe even have a small story. So far I made two missions, they are in the browser version. Also, offering the current solo modes as co-op.
OK, I figured it out. The problem was I had a Wooting keyboard connected, which also registers as gamepad. So the game presumably still thought there was a gamepad available and ignored WASD keys. I used another keyboard now and played a bit. (Is a bit unclear why you target such an obvious FPS-controls game for gamepad first.)
https://www.twitch.tv/videos/2293386768
Not sure if there is yet more to do than I found out, screenshots show a row of video tapes on the shelf but I only found a few on the ground and no way to get more.
You seem to be enginedeving this, so mad props for what you already got, and building for 4 different platforms. I’m curious to see where this will go gameplay-wise. Keep up the grind.
2p game https://www.twitch.tv/videos/2292687532
Rather inexperienced gam0r on the left, me on the right (gamepad)
Was quite funny to play as duo, bit more relaxed. Some points:
- Was confusing that we couldn’t craft what the other had already crafted
- Generally the outline on items is barely visible (e.g. also in the loadout menu), making it often unclear if a click works/worked
- Bit confusing that I see some kinda "shadow" of the mouse cursor on my screen in some menus
- Didn’t understand what the Sprint button was supposed to be on gamepad. Checked it out now in the bindings (it’s "Left Stick Button") and it works, fair enough. But on my pad at least it’s very hard to "press" the Stick at the same time as steering with it.
- Otherwise gamepad worked quite well and intuitively
- Footage was taken on Windows, but I tested in wine a bit and even the gamepad worked just fine in wine!
It was easy to get confused about the 2 screens, especially as there is no boundary line either. Specifically my partner had the problem, when accidentally looking at the right-side screen to control their character, that the mouse cursor was (obv) always treated as being to the right of their char, no matter at which side of their char they seemed to actually put it. So for a split-screen situation maybe it’s a good idea to confine the mouse player’s cursor to their screen, or else make it so that it works as expected no matter which screen the cursor is on, as long as the mouse player’s char is there. If you get what I’m saying.
About the reworked overworld I can’t say much, as I don’t remember the previous one clearly… Seemed to be similar… Maybe the old one was a bit more open? Larger and with more open spaces? But possibly it only felt tighter this time because of 2 players running around, and smaller because I already kinda knew the style. Anw. I really enjoy this exploring and finding things part. Didn’t play all the way to the end this time, as it seemed unchanged. But at least I found both maps this time.
Keep going!
https://www.twitch.tv/videos/2293347706
Took me a bit to get that Punch heals you and that Right Click is the actual huge boom effect you want.
I feel the levels are a bit too tight for how fast movement is. With the valves it felt somewhat inconsistent when they did damage? Zombie spawns directly in your back are kinda dumb. In general these Zombies seem to have way too much HP to be simple Zombies, I was really annoyed at how many Shotgun pellets they took. Only with Right Click it felt right.
Visuals are pretty cool imho. I think game has potential, I stopped as I kinda got frustrated at my skill issues, don’t know if you got more levels and how they look like, the Intro is too linear for my taste.
Cool game, keep it up.
https://www.twitch.tv/videos/2291567907
Kinda fun. I like the level layout. Graphics look, well, like a flash game, but I guess it works.
The progression is a bit too simplistic to motivate me to play deeper into the game. Would also help if there were more levels to discover.
I wish there was some real brutal indication of being hit. I think I started playing worse after buying the HP upgrades, because I started to believe bullets had smaller hitboxes, as I no longer died. But then eventually I just died still.
Destruction_Metal_Pole_L_Wave_2_0_0.wav https://www.twitch.tv/videos/2293335968
I would say rolling around feels reasonably fun already. Swinging the bat into things could pack a bit more oomph. Same goes for throwing object: They fly kinda painfully slow, I would expect my robot arms to pack more power.
Caught the GY!BE reference on the help-u.
Keep it up, this seems like it will be fun in proper levels.
This looks really cool, but somehow I cannot walk. Neither Linux or Windows build have WASD working. It's the same PC so it might be hardware issue, idk. I had a gamepad connected, but its sticks did nothing. Disconnected the gamepad, still cannot use WASD. Arrow keys for looking work, though. P/B also don't work.
https://www.twitch.tv/videos/2292515959
First time trying this out. First off random notes:
- Mana symbol on cards looks way different from mana symbol you have on the game table
- The symbol on the upper right side of cards is unclear. I guess it’s the rarity, but then it needn’t be so prominent, as it has no meaning in game-play, or?
- Flavour text talks about "delve deeper" yet on the map you keep going up, not down
- Shop says "Owned: 2" on cards instead of "New Variant"
- Card variants seem to have nothing in common except the artwork and the "color" (color doesn’t even seem to matter at all)
- Cards with multiple effects may not be prompting clearly enough about which effect you are targeting. For a "nuke 1 / buff 1" effect I kept clicking on the same enemy creature for both, because I was not sure my first click had gotten registered.
- Generally the level of polish is quite high, I mean, UI looks kinda like slop, but at least it’s very functional slop and has good sound and visual effects for clicks and so on. Tutorialization is also well integrated and feels professional.
My subjective take on this game design. CCG are inherently fun. Even without any rogue aspect, deck building is about mixing and matching the cards that you have available to create a machine that will surprise even yourself at times with its chance interactions. This aspect works well in Card Artisan just like in other CCG. But there’s some aspects that make it kinda worse.
Crafting is not very interesting. Finding cards at merchants and so on is way more exciting than deterministically creating puny effects (mostly the cost to make a good card seems immensely high) on custom cards. Also the wide range of available effects makes it kinda … boring and overwhelming at once. As Mark Rosewater preaches, restrictions breed creativity. I think a card crafting system can be cool, but it needs a more limited range of choices imho. It could work like you find a "diamond quality" effect for card drawing. That would be "draw 4"; where bronze quality would be "draw 1". And then you combine that effect with a trigger. Bronze quality trigger would be harder to satisfy, e.g. "whenever your opponent destroys one of your creatures with an effect". And diamond quality would be very regular like just "at the start of each turn". Just as an example. This would give me the roguelite excitement about finding high quality "pieces" that I can combine with other pieces to create insane effects. With the current system, I see myself just crafting the same "meh" cards every run, and I’m not very excited for that.
The encounters. This is a fundamental problem in this type of "serial 1v1" roguelite type of game. You so easily lose by just running up against a build that "counters" yours. One Armed Bandit e.g. had the same issue. The Bazaar (which is multiplayer, admittedly) tries to solve it by giving you some amount of lives >1. In games that are more focused on execution, you can always learn to play against your counters, or you can run away from them. In deck builders it’s just frustrating. Idk how the big entries (StS and so on) solve it, I haven’t played them. Maybe the genre just isn’t for me.
Ah ye, a few words on the actual game rules. It feels like a watered down MtG that removes some checks and balances without adding anything interesting. I think it’s curious to implement Magic’s interrupt-system in a PvE game of all things. That system is mostly about enabling player interaction at all times, avoiding the situation of one side sitting back and being bored. That’s not a problem in PvE. And there are some cool designs (Lorcana, the old WH CCGs) that split up MtG’s system in a way that players are taking turns without interrupting each other, but still have high interaction. I would love to play such a thing on the computer.
K, hope some of this is useful to you.
https://www.twitch.tv/videos/2291935377
Why can I not play solo? Why is capturing Automon so hard/random? And I couldn’t figure out the "Rest" button, eventually I just let the time run out and then both players seemed to be stuck.
https://www.twitch.tv/videos/2291930346
I like the premise of this, but it’s extremely bugged? Looks cool, too.
https://www.twitch.tv/videos/2291816761
I was hyped for this one from the atmosphere, but it was a bit too jank to play. Note that I was playing via wine, so my issues may not actually be issues on a normal setup…
- Clipped outside at the beginning and couldnt get back in. Well this is more of a plus, it was kinda fun to walk around on the outside, and I could have just restarted
- If I did wrong inputs on dialogue (I think anything but click), I would be stuck after dialogue end, can only look around, not move
- Monster instagibbed me getting outa the car and then I couldnt even get back into menu
The buildup with the monsters, as you see them appearing while driving, is nice. But I felt the game was a bit too much trial and error. Like on my final death, I would’ve known next time to get outa the car ASAP else it will be too late. But I was looking at the glowing box of course… Maybe it also works to just stay in the car? I wonder what happens then. But in any case it would be another run, and then maybe die to the next surprise. For my personal taste, it’s not wrong for a game like this to be more walking simulator than shooter, it has some cool lore, I can enjoy that on its own. Anyway, keep it up! You got cool stuff in this game.
https://www.twitch.tv/videos/2291816761?t=0h21m58s
Tried out all the stuff, seemed to work well. Good job, keep it up!
https://www.twitch.tv/videos/2291816761?t=0h48m39s
Kept confusing "keep" versus "discard" dice at the beginning, that’s why I played idiotic and kept throwing away my sixes and fives.
Putting aside the fact that this is a very rough prototype - I don’t find the concept itself very interesting. Maybe if there was more crazy stuff to roll? … Well idk where you wanna go with this. Hope the footage helps a bit, may have hit a bug or two, I was not sure.
https://www.twitch.tv/videos/2291816761?t=1h14m49s
Very enjoyable once again. I think I noticed most of your changes and they worked well. The enemy behaviour in this game is really nice, not too simple, but not too clever either.
https://www.twitch.tv/videos/2291816761?t=1h2m34s
Played briefly, looking to try out the "streamlined tutorial" but I guess that was an older change. I ran through the reworked overworld, but got some kinda bug where it did not register the food ingredients I picked up. But they also weren’t there anymore the next day.
https://www.twitch.tv/videos/2290793129?t=0h18m43s
Pretty fun desu. I felt the faction and unit design was quite nice. There are many interactions and ideas to discover.
I expected that staying in towns would heal units, but I guess in this game it doesn’t. Seems like a fine design choice. I tried the fairy dragon for healing, but it was kinda shit…
In my first match there was a repeat incident with some Armageddon thing wiping out most of the map when I was just about to get ahead. Was a bit unclear what was going on there. I guess it’s the ultimate spell from the Order faction?
The writing/lore is extremely edgy, honestly not badly done, but… tuning it down a little bit might have helped to reach a slightly bigger audience. The visuals are serviceable, yet with such cool unit designs I think a lot more would be possible…
https://www.twitch.tv/videos/2290793129?t=0h14m55s
Did you take this idea from somewhere, or is it your own? Seems like a pretty good spin on VS-likes.
https://www.twitch.tv/videos/2290727465?t=0h29m9s
I tried a few buttons but didn’t find the one for attack. Had a bit of fun just trying to survive until timer hit 0, figured maybe that was the win con. I would go back and play proper, but I also can’t stand the flashing.
https://www.twitch.tv/videos/2290727465?t=0h34m32s
Nice mood. I liked getting to the street that is just a huge chasm, without further explanation. Unfortunately couldn’t play far, because the game got stuck. I couldn’t click on anything anymore.
I don’t know about the jumpscares, I guess a "scary" game needs them. Anyhow you have a very solid spooky foundation even without them. Honestly this game concept feels well rounded, there is not much to add. With just a little bit of polish you will have maxed out production quality, there is nothing about this game that a bigger studio would be able to do better.
https://www.twitch.tv/videos/2290727465?t=0h6m4s
It’s Nolgorb, but… he can walk. Not much to say, I managed to get stuck in the doorway twice which I assume is beating the game currently. It feels and looks kinda fun and the static cameras are well placed, with a certain comical element to it.
https://www.twitch.tv/videos/2290727465?t=0h18m3s
Not a huge fan of these kinda controls, but I guess they work well on console and so on. It would be nice to be able to remove a waypoint without directly clicking on it.
The graphics are obviously kinda cool, we all let you know in the thread already. The desert style with the tires and all has great vibes.
Played a bit https://www.twitch.tv/videos/2290727465?t=0h11m31s
I liked the flying, the shooting was OK, collisions are obviously WIP. Solid foundation
Notable changes
- this DD: Added another browser mission, bit simpler than previous one
- DD58: Browser version now serves hand-crafted mission
- DD57: Added Invasion, a game mode about enduring as long as possible
- DD56: Improved visuals, tweaked resource system
- DD55: Added Tutorial / Menu
- DD54: First submission, containing Conquest and Multiplayer
Played with high concentration & caffeine https://www.twitch.tv/videos/2247310587
- The magnifying lens is imho not a satisfying solution to everything being so small
- Keybinds as advertised in the program bar don’t work, F11 does nothing and Ctrl+- (Zoom out) does something different
- Pressing - in title screen gives a waytoodank effect. Same for pressing U in combat - can be reverted by pressing K.
- In race mode I thought I was gonna reach Wodopom or something when the progress bar at the top would be full, but nothing happened
- Browser version still broken for me. I noticed that it loads 200 mp3 songs of ~1 MB each (how does itch let you get away with it?); I think cutting it down to 10 songs would help greatly.
It’s hard to comment on the game-play itself. I hope watching the footage is useful. Often I couldn’t tell how far the game was buggy versus I don’t understand what is happening. If you flesh out pacing and content (quests / special encounters), it’s clearly a functional game with depth to it. All the graphics/controls issues still hold, but as for understanding the mechanics I personally do think it’s interesting to have this rather 90’s style experience where you have to consult "the manual" to find out about things. If one gives in to it [and gets over the barely legible font.]
Keep grinding, game has a lot of potential as FtL-but-weirder!!
ps. Please kindly try my game again, Mr. PricklyPearGames. The browser version should now work even with 1.5G VRAM.
Played a bunch! https://www.twitch.tv/videos/2246702931
I tried really hard this time to understand what was going on and I think I got most of it. Only there is some cards that say like "6 SP to use" but they don’t have a use-effect and don’t go on cooldown either, most notable the "R-Shield," I really did not understand what that meant and also the R-Shield generally seemed to do nothing.
I tried out some of the more combo-y chars, they worked well enough. In the end there appears quite some depth and even interactivity in the game, like taking more cards to minimise options on the board, even if your attack is already on CD. But of course a lot of times it comes down to RNG. I feel it’s very brain-y to play and often grindy as well, like it can be correct to just keep passing the turn a half dozen times in a row.
The background music could be way more exciting and varied.
"Draw SP" is a weird term. How about "Draw Points" or just "Draws"?
"Equipment activates left to right" I played SB before and only now I realised that this is relevant only to situations where multiple equipments would activate at the same time; and that otherwise all equipment are fed with SP in parallel. (I used to think only the left was gaining SP.) So now I stopped thinking about it and just didn’t try to optimise the order, since it’s seems rarely to be relevant. But I guess I should have put all those "+STR this turn" cards to the left of my attack... I wonder if it’s interesting for the player to do this kind of micro-optimisation. I will see next time.
Good atmosphere!
I delivered the package somewhere, idk if it was the right place. Judging from the screenshots, I seem to have missed a lot. Next time then. https://www.twitch.tv/videos/2246053229
I played this 2 (?) demo days ago. This time there seemed to be more game-play, and I have no complaints. With controller it will be a bit easier to pick up the items that are very close to walls. It’s a bit weird that bullets fly slower than your ship, and that the bullet exit immediately switches when your ship switches direction. But it’s fine.
I hope the dialogue isn’t gone for good, the characters have very flavourful portraits, they can surely paint a great story.
https://www.twitch.tv/videos/2245976056
Very cool game, obviously early stage but it for sure has appeal. Looking forward to it growing.
Thanks for playing and finding a bug! This has never happened before (tm). Can you tell me what kinda system setup you were playing on?
>Off the get go the menu is highly autistic lots of options and text here and there. Dont know if yo uwant this? maybe you do etc not a huge thing.
Ye ye the number of options isn't even high it's just I apparently cannot be bothered to make a nice wizard for configuration and need to make it all look like bulk file renamer.
https://www.twitch.tv/videos/2245742454
Absolute kino. We will all be forever mystified as to why you made this, but it’s good that you did.
Small notes:
- Typo in final dialogue text: "oscure"
- I did have sound, just hadn’t set up OBS to capture. Generally I like the audio, but the generic background music in the normal fights was a bit underwhelming considering how awesome the music is in the intro.
- The singalong font in the credits screen has weird grey boxes behind most characters. Great song by the way!
- I thought at first that the intermediate rounds counted for something, since their score was visually tallied. After understanding that only the final board state matters, I figured that it’s very easy to win when going second, by just fullsmashing every opponent play, except the final one, which will stand on the 5 and you just gently shove it off the 5, claiming 5 yourself, for victory. I just failed this once against the final boss because I used too little juice in the final throw >__<
https://www.twitch.tv/videos/2245702712
Don’t enjoy the melee attackers, but the foam guy was cool.
Game did not recognize my gamepad. Playing on mouse/kb is a bit dumb, because you only have 8 directions to attack in. I think it wouldn’t hurt if you fixed this issue by making all attacks going into direction of mouse cursor.