So nice of you ! thank you
G-Raffiti
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Wowowww it's feel polished ^^
Not much to say actually I just played the 1rst "run" and didn't tried much but it's good looking (the Animations are really well managed and it's really cool.
will see if I have time to play a bit more because it seems like there is A LOT of mechanics and stuff to do in it.
I REALLY appreciate the Narrator and the fact the "voice acting", is it all your doing or did you used a IA to read your text ?
Hey !
Some Bug I found on the way :
The UI when not in Full Screen was hiding the HP from the Enemy and my Energy points
The Bag Card (draw 2) didn't worked (nothing append)
Be aware the taking art from Blizard Game is a bit obvious ^^
So it was a really short (tooo short demo) I would Like to try it after I can at least feel that I'm crafting my deck.
where you can take it from there ? you have a lot to do in every direction but I would say that you should first have a demo with 10 or 15 encounter in a row (fight and shops alike) to test the engagement of the game. then Add a unique mechanic. Good Luck in your travel !
Oh I didn't meant to keep all the soldier Alive, I really like the Permadeath take. Just after the first of your soldier die, then you can enable a retreat / flee option for the player.
Additionally a Warning / Popup saying that the next Level is way harder can make you think twice before pressing this button Next ^^and it can bring more of the Push Your Luck vibe it already has ^^
Oh, it's a good take! So, I played a bit and restarted like 3 or 4 times until I got the 'perfect' start, and then it felt really good! I like the idea of having my guys come with me to the next mission and upgrading them for the next battle. But...
- Every time one of my soldiers died, then I lost the wave, and everyone died, so no permadeath for me, just a typical win or lose situation. (This could be solved if you allow the player to run away and flee, something like: 'the dead stay dead, but the rest leave with half the money.')
- I'm afraid that if you can max level your soldiers, then there isn't much for me to do because you come with an Omega strong army, then just press play and wait. What I liked in the first wave is the micromanagement (should I upgrade my income or my soldiers?). If I don't have to upgrade them, then I will be easily bored. It can be fixed! For example, I liked that the stats of every soldier are a bit randomized (it gives some identity to them). You could have 2 kinds of level-ups: one about equipment (rifle loading capacity, etc.) that are reset every run, and others like reload speed/damage/precision, which when upgraded are kept between runs.
1 or 2 suggestions:
The font you used is hard for me to read, and I couldn't make the difference between 0 and 8... (Change it or put an option to change to a regular font?)
I like the idea to have my soldiers who are veterans and who have personality. If you give them a name, it would make me love them ^^
Thank you for your detailed review and suggestions!
For the Life bar I'm not sure of what to do .. I don't want to make the take too much of the screen space and at the same time I know it's not ideal as it is. I'll follow your hints and see how it goes.
I'll do some tooltip for the Units / Stats for sure it's on my to-do list since the beginning I just have to find a way of keeping the Interface as simple as I can (I would like to ship the game on mobile without too much modifications) but yes it's needed ! I might incorporate all of that in the pause menu or directly in game what do you think ?
And lastly buying multiple Units at once it also a feature I fill missing. I have even the code ready for that as it was a bug I fixed not so long ago ^^.
Thank you again !
Hey, thank you for your comment and suggestions. Yes a time speed rate is something I plan to do I'll try to add it soon (it will also help me debug and test faster so the sooner the better I guess)
For the Interactions it's the next big feature that I will work on once I'm done bringing all the other suggestions in. It will take the form of "Spells" with manual Aiming and a cost so you will have to choose the good opportunity to use them.
Thanks again and see you on your submission ^^
Hey thank you for your review! I really like the Idea of creating a Level to introduce each of the Units as you said. A level where the use of this special Unit is crucial to win and I'll try my best to do so. Then I think I'll keep the choice for the player to Unlock them I the order of there choice.
I can make it a way of earning some Gems and learn the special weakness and strength of a given Unit in the same time. Love the Idea !
For the Stats it's coming in a way or another I'll give some information to the player about his units but I didn't thunk about giving score on each unit type. I might do that as well.
Hey So nice of you to share this work ! it seems pretty well done and a good Starting point for an RPG.
I want to make a Top Down Isometric Game (Diablo Like) but I think I'll start from your framework specially cause you did a lot about Animations and attachement !
Because you shared this with Us If I'm satisfy with the result I get, them I will push the base as an Open Source Template too.
I plan to implement :
- an Isometric Camera
- Controller Mouse (DiabloLike) or WASD (Hades Style)
- basic Skill System as A State Machine driven with Signal
- A Basic Inventory System
It should be done in May or June at Latest, I come back to you at this moment ^^
Thank you again! Long Live the Godot Community ^^
Hey hello and thanks for your time and your comment ! So yes for the button who spend all the money that was a bug (yet fixed).
There is indeed an end to every level (9 to 12) waves something like that I'll put a progress bar or something like that to improve feedback.
As for the HP lost while pause I'll try to reproduce the error and fix it.
Thanks again ! (I'll update the game tomorrow when I'm done adding some sound effects)
Hello Fellow Clicker !
Actually this Game is in it's prototyp phase and i'm not sure if i'll continue developping it, to use elements upgrade the click to lvl 10 then choose elements % chance from there the game should make more sens ^^
Here a gift : Play Element Clicker
it's all in french and not as polish as i would like but it's mostly the same game, i've done it some years ago.
yea yes yes I had the same idea. I couldn't participate in the second half of the Jam it could be fun to list all the left over projects (let's say day 2 or day 3) and take them as a starting point of a new mini Jam.
I had also the Idea to organise a 6dev / 6day 6project Jam where every project have to be pushed from day1 to day6 by a different dev
Meaning no left over and no project taken more than once a day.
(Could be less than 6 days) a 4/4/4 Jam
I'm experiencing the same, no one continue any of my participation, a bit sad but it's the game !
I also work on Godot 4
And if it's cause of the Art and the "non-expandable" problem I get it. But the time you release the projects is surely also in cause..
Don't know ^^
I've no time left for the Jam but I wish you the best !