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hellochar

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A member registered Aug 27, 2014 · View creator page →

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Infinite map generation is really impressive for a 7DRL, and this one worked well! I liked the ideas of going between sea and land and accumulating wealth. There some bugs which I'm sure you're aware of. I felt the nice touches of the intro screen/fade in, and the sound were nice.

I felt the maps all started to feel "samey" after a while, and I wished there was some sort of explicit home base that you could orient yourself around. Moving from Point A to Point B stopped being meaningful when I realized there wasn't a real distinction between any of the locations, if that makes sense. 

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Nice sound and graphics! Very ambitious project to have a multi-agent AI system, a home base and a "looting" loop.

I don't had a numpad so I had to rebind my keys. I messed up left and right and when I went back to the settings the bindings had all reset...

I really want to hold the movement keys to pan the camera, rather than having to tap the key over and over.

At the highest zoom there's some rendering bug where there's seemingly two images at once.

I'm quite confused by the gameplay. I was able to go to the "world map" but my character and my camera seemingly move together? I couldn't figure out how to fight. It also wasn't clear who I was vs the other characters.

Still I was impressed by how much did work overall!

Very cool idea! I love map building games like Carcassonne so it's quite clever to use it and build your own map. The actual dungeoning was a little flat, like you just run into enemies and try to find an item without much strategy. I found like 7 simple "road" tiles in a row and it was a let down. But the idea of laying out your own map is awesome!

Your run is instructive for balancing! Thanks for playing and the kind words :) 

Thanks for the thorough response! The game was still fun despite the comments and I could see some strategy and interesting ideas coming out! Like putting my warrior near me could keep me safe at the cost of extra turns for the enemy.


Ah somehow the video has no audio, oops. There was one thing I remember saying, which is that it'd be nice to quickly see the resource collection multipliers for all the unit types at once. You could imagine a matrix where the currencies are the top header, the unit types are rows, and it shows the 1x 1x 3x etc. 

Here's a video of my playthrough with some commentary: 


Really ambitious project to make multi-unit control/tactics, resource gathering, town leveling, and enemy AI all in one 7drl!

I started to have fun on my 4th or 5th run, but everything before that was dying to random enemies coming from the darkness without warning. Even my final run I died seemingly randomly.

It took me quite a bit to learn the flag system. I'm not sure how much it adds. I wish I could just command my guys where to go.

Your starting vision is quite constrained and it wasn't clear what resources are or how you get them.

The resources spawn randomly so your success feels very determined by whether you get some early production to make an extra scout.

There was a game-breaking UI bug where my moves lagged one turn behind when I clicked it which made me restart.

The verbs like "caravan", "celebrate" were just confusing. I kept forgetting which verb belonged to what type of unit.

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wall crawl

* very impressed you did this in two days!

* I think it works well as an endless miner, but I wish I could "win"

* I like the self balancing aspect of "as you get more empty space, enemies automatically carve more tiles"

* confused how to kill the + and x's. is the only way to use a rune? but their body is not positioned at the center?

* It wasn't clear why I died. I guess that the tile I was moving into was about to get crushed?

* I like the mana animation! but it made it hard to see at a glance how much mana I actually had

* I didn't understand how much mana a rune costs. Is it always 1? sometimes it looked like 2

* It took a bit of time to understand what the runes did. I didn't know what the symbols meant, nor that you carve a path to your target. One idea is to temporarily show two of you: one at the original position and one at the current cursor. And as you're moving the cursor, drawing the line automatically. When you hit a symbol, also draw the shape it will carve out

* I wish that the single dot enemies stayed on the map; sometimes they just disappear and the effort to capture them is lost

Here's my playthrough: 

The leeway was a good choice imo!

Great game!

* tutorial level worked great!

* wish S also worked for jumping X

* great levels, very interesting procgen

* very smart to use the red line to show the direction p's are moving

* didn't notice my health bar for a long time; maybe just put it above the moves?

* thought the red circle thing was "noise" level, not distance to hunter

* the moves felt just right, really sold the feeling of being flitty and outmaneuvering opponents

* wish I could do diagonal jumps off wall!

* Felt the game had a clear singular vision that was executed well!

* 3 levels felt just right

* Now that I know how to play level 1 feels pretty trivial

* nice animation on main screen to signify what the game's about.

* wish doors were colored blue so the objectives (key/exit) were uniquely identified by the green

I recorded my playthrough with don't-wake-my-housemate-quiet-commentary:

Mito community · Posted in Epochs?
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Hi there, yes epochs were an experimental feature. The original intent was for you to populate a new tile every epoch. Unfortunately I've stopped development on Mito, so it is left in a "sandbox" state where you can get as many mutation points as you wish. I encourage you to try playing by the original intent, or to find your own rules that make sense for you!

Glad you enjoy the game! Sorry about the bug bug. Mito is no longer being developed but the game is open source at https://github.com/hellochar/mito if you would like to contribute! 

Makes sense, I did see the numbers changing! Yeah I guess I didn't really care what damage type my wands were, nor what the enemy type was. I know it was something about the color, but the only difference was "click them a bit more/less" to me?

This game is freakin sweet. I'd definitely play a mobile version of this all the time.

Great aesthetic, nice gameplay and decent UI!

Fun combat! Wands felt powerful. I could feel some of their identity but wish there was even more differentiation. The elemental damage types I didn't really notice; they weren't super clear to me.

Nice! I got a storm build going which was actually quite fun. The game started lagging unbearably after round 5-6, something to do with particle effects I think. I wish you could choose your starting deck, or get rid of certain cards so you can optimize your build.

I enjoyed this quite a bit. Captured that pokemon feel of seeing new creatures with an arguably better capture mechanic which I thought was really well implemented. I would've liked if the creature AIs played a bigger role!

Really polished and fun!

Hmm, the "play once a day" thing works for Wordle because (a) you get 6 tries and pretty much always succeed at the end, and (b) the rules are simple enough someone can pick it up without needing to learn mechanics. The limitation here just makes me frustrated.

Interesting idea! I couldn't understand when I took damage. I also found it difficult to use the procedurally generated music in any strategic way. 

Cool art! The visual shader was interesting but a little noisy. 

I liked the visuals! I wish the fish catching had more of a skill element. I liked how you had to think about the predatory fish eating your catches.

I could definitely see how the different sequences would lead to different playstyles, really fun!

Really fun! I liked exploring and how the map felt like there was content to find

I can tell there's a really cool game here! Unfortunately the camera and combat made it quite frustrating and I couldn't ever get past the starting point. 

This was quite fun! I enjoyed all the different spells. The difficulty scaled up significantly. I would love a balance patch and to try new builds!

Ha! May have tuned enemies too much the other direction. The main ways you generate more power are by levelling up your player or your engines, but I presume you understand that in general. Is there a specific terminology that's confusing?

Thanks, I'm glad you enjoyed it. Just made a big visual update, what do you think?

Thanks, I'm glad you enjoyed it. That's an interesting tactic I haven't tried before. Just added a big update that does include scarier enemies later on!

Thanks for playing!

Thanks for playing! What took you the longest to get?

That intro animation is realllly fantastic. The music and animations are also very sick!

I laughed out loud when I saw the character do the physics jump and roll

Really great animations and audio!

Super into this! HOMM is one of my favorites and you captured that feel of looting resources really nicely

Great concept! It really created that feeling of "walking around" the map

Really great idea! I had a ton of fun with it

Hey LordDoge, I haven't had much time to work in it lately but will try to get around to updating it sometime soon. Thanks for your interest!

Thanks for trying it out! I think your experience was probably the norm for most people; improving the instructions and ease of play is a priority. Cheers!

Yes for sure, deleting/modifying cells is a highly requested feature. I've been thinking about save/load! Thanks for playing.