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Sam George

63
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6
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7
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A member registered Apr 20, 2020 · View creator page →

Creator of

Recent community posts

Cheers for the feedback, Jacky_Jay! I definitely feel you on the sound - keep an ear out for it in the update (next week-ish), where it’ll feature alongside a massive projectile overhaul. <3

Thanks Seymur! I’ll pass the love along to the artist too! <3

Thanks for playing, RevanousHydra! <3 I feel the same regarding audio, sadtimes submitting it in its current quiet state. That being said, I’m currently reworking the projectiles to potentially help with that gameplay feel, along with adding some more strategic cards such as healing and protection etc, so I hope you’ll give it another go once the update drops!

Thanks so much for the feedback, Exylas!

So you are indeed correct, we added it in and had to drop the merchant dude in because we loved his aesthetic, but sadly other features got priority near the end of dev. However what he did was basically to allow the player to pay to remove current cards, ban cards from enemies, and add new cards to your deck as well.

Totally agree on the sound, it was the first thing on the list once I continued development pahaha!

With theme in mind I definitely get you there! The current state of the game was originally meant to be a basis for further dice rolls: Chance rooms where you roll a dice the size of your current deck to determine the outcome of a list where you can get lucky/unlucky and other effects; and some other card effects that use that same deck size dice in addition to some other mechanics… But you know how it goes with scope and time, gosh darn cost triangle pahaha.

Thanks for the enthusiasm, BurgerWizard! And definitely, that was first on my list when I came back to work on it again hah! I should be dropping an update sometime next week, so look out for that! <3

I’m glad you enjoyed! And definitely, just any kind of audio was first on my list for the rework, so I hope you’ll give it a go once the projectile rework drops! <3

Aye, definitely got that intensely explosive difficulty. A rebalance is next in the list for development, so I hope you give it another go once it’s updated! I feel you on the sound side, definitely felt bad submitting it without even BGM ;u;

Right?! I am in absolute awe of our artist’s skill. <3

So glad you enjoyed! I hope you try again once the updates start rolling, would love to hear your feedback. :D

Thanks a lot, Josh! It warms my heart to hear you enjoyed it! I’ll pass the artist your love too, he’ll be happy to receive it. <3

Thanks for playing, I’ll pass the love back along to the artist! That’s something I’ll keep in mind for sure, currently I’m looking at some kind of secondary resource like limited uses per card or potentially the classic kind of “mana” system- but that’ll come once I’ve finished giving the projectiles and cards a little of a rework. Keep your eye out though, I’m currently continuing dev with this concept!

Haha mood, it’s quite explosive in terms of difficulty at the moment, but I have plans to revamp that at some point in the future. Keep your eye out for the rebalance!

Yesss, definitely agree there. Currently reworking the projectile system to allow for particles and other effects alongside a few other key features!

Thanks Tom! (Don’t worry, sometimes I get absolutely rinsed in the first room pahaha)

Well now I’m hungry for sushi. Take my rating alongside a stomach growl. 5/5/5

Nice little mechanic/sandbox experience, would love to see it used in a game!

Solid concept, I would love to see this implemented in a full game loop! Also I might have cheated with an autoclicker and the wizard doing 1 damage kekw.

Got really cute autoclicker vibes from it though, so I hope to see more if you choose to continue dev! <3

Carried by double alchemist with double demon for emergencies kekw. Really enjoyed this, needs a bit of polish overall but you’ve got the core game loop down to a T! Well done!

You heart and mine MonsieurPazur!

Nyehehehe, look forward to the balance re-work coming soon, having chances to add new random cards also means that I can finally add limited uses to certain cards!

Aha, thanks for that LegendxD, our QA guy missed that entirely! I’ll add it to my list to get the canvas + game to scale properly.

I’ll pass the love on to our artist! And I feel you, I felt bad publishing it in its current state, but time constraints + issues sucked all hope of that away from us. Feelsbadman.

Those are some bugs that our QA guy didn’t pick up on ;u;. Don’t worry, come next week it’ll be seamless to enter a room that has already been fully cleared!

Sorry to hear that Colin EUMP, but I definitely feel you, having issues during time constraints will mess you up hah.

Aw shucks, thanks for the feedback dontot8! I am indeed reworking the projectiles system at the moment before doing some balancing and adding in sound/visual cues (just added little movement animations so things don’t just slide). Definitely check back in next week, I would love to hear your feedback on the new features too. <3

Agreed, some more in-depth, game-wide balancing will definitely help. I’m also currently implementing some of the missing features from the projectile system, so feel free to give it another go once the voting period has ended! I’ll also pass the compliment over to the artist. <3

I’m so glad you liked it! I’m currently reworking some of the project ile framework to allow more variety, expect another build when the voting period ends. <3

Yasss, glad to hear it, take my follow haha

Thanks TwoEuroWineProduction! I feel that, we’re in dire need of implementing the feedback on the player and casting too hah! You can look for that in the next update, and I’m glad you enjoyed! I’ll send the artist your love <3

I really enjoyed this! I spent far too long getting all the upgrades and thought I was done, and then suddenly I discovered legendary rarity! 10/10 would cast using swordfish again.

This game was super unique and extremely enjoyable. I normally give a game a couple runs just in case of easter eggs, but holy moly I played this for like an hour. Please tell me you’re planning to continue development, and a big well done!

I like the high stress situation of reading the chart in time to roll that this game puts you in, it’s a really fun immersion kind of tactic that works well with the theme too! Super well done overall too!

Now this, this is what I want from a mini-golf game. Audience reactions, confetti, cutesy music; it has it all. 10/10 would jump shot the whole course again.

Thanks, Abstract Studios! I’m glad to hear you enjoyed it- I hope the jam went well for yourself too!

Agreed! I’ll send your love along to the artist, they actually had a casting sprite for yourself and the enemies as well which sadly didn’t make it in during the 48 hours. Very glad to hear you enjoyed it otherwise! <3

Thanks Lewis! Hah definitely, sadly didn’t get any other utility spells in during the time, so vamp is MVP atm. Next update - #SlimesForRoom1.

Ooh that would be rad, like a double damage kind of chance or something? Are you planning to continue development on it? If so I’d love to have another go around! <3

HERE TO RNG SEED, NAHT TO REAAAD

(for real though I will read the rules, looked like an interesting game :D)

Aww shucks, you’ll make us blush! I’ll pass the support along to the artist, thanks for playing!

Thankyou! I’m glad you liked it! I’ll pass your love for the art along to the artist! <3

I’ll pass your love along to our artist! Sorry to hear about the difficulty, admittedly that first room could definitely have done with a lower difficulty pool - sadly due to time, our balancing was about 30 minutes before we submitted. F. Thanks for playing, I hope you enjoy a future update moreso! <3

Definitely agree, we had some troubles sourcing music thanks to tech issues. Right? I didn’t think those glimbos would be so tricky, definitely need to reduce the movespeed and range on them. #SlimesForRoom1