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Heroic_Creation

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A member registered Nov 25, 2023 · View creator page →

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Fun game. It was really short but it left me wanting more! I am interested to see what kind of upgrades there will be and what more you can do with the ore. Using it to make yourself heavier in the first area was neat. More mechanics like that for puzzle solving could be pretty cool. 


There are a couple of quality of life upgrades I think could be nice. A depth meter or mini map to see where you are and when you collect the radars maybe they could point an arrow on the mini map or even on the main screen.  Keep it up the game is great!

This game is FANTASTIC! The art, the gameplay, the ideas. I love them all. I have a deep love for card games and I was able to pick up on this one pretty quick. I made it all the way to what I believe to be the final boss on normal mode. All the gushing aside though, there was something that confused me a little and I am not sure if I just missed something but I created an 8A 1C card (used a and c because I can't make a sword and coin) in most combat when I would draw the 8A 1C it would destroy the opponent, which made sense. I would shoot the gap wherever they NPC didn't place a card and just chump block or just take minimal damage. This didn't seem to work on the bosses though. Is that intentional. It seems like I had to hit them the number of times equal to their health as if each hit was 1 no matter how strong my card was.

That was the only trouble I had though and you may have explained that and I just missed it. Either way VERY fun game and I hope to see more. Sometime you gotta tell me how you did the AI. I have always wanted to build a card game but struggled with the logic behind the AI.
 

That makes sense and sounds very doable. I agree the auto complete would be tricky. I am not sure how I would even go about that. First thought is to just make it compare to all known commands and if it contains some of the string print to input. Hmm 🤔 definitely something to think about. Thank you! The lighting up the room you are in is a much better idea than what I had. I was mulling over creating a dot that moved to the room you are in but just making the whole room light up seems way simpler and better telegraphing. Previous command would be real easy to put in and probably a huge improvement so I am definitely going to get that going soon. Again thank you for the suggestions.

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Edit: I forgot to say it from the start but than you very much for not only playing my game but taking the time to make suggestions. Much appreciated.

thanks for the feedback, the map acting that way is intended! I’m glad to see the decision was a good one. As for re-listing exits , look was supposed to do that. I must have overlooked it in play testing. I like the idea for handling longer text. Truth be told that was a last minute fix to an issue I ran into with formatting. Two major flaws I ran into here was how I built room movement and that made my cutscene/dialog text very chunky and limited my interactions because triggers became very complicated for no reason. The other issue is I started with regular labels and when I switched to rich text labels it was way late in the built and had to roll it back because of time. I couldn’t get the formatting just right and I imagine it’s because I didn’t design it with the rich text label in mind from the start. It afforded me a lot of experience though and I have already started a rebuild with new rooms to see if I can expand on this at all.  I am fairly new to godot but I’m loving it so far. I have only been in it for a little over 6 months.

Pretty awesome game! I somehow got into a loop where the enemy couldn't kill me and I couldn't kill them though so they just keep attacking into infinity.