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iambrettsoha

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A member registered Feb 28, 2023 · View creator page →

Creator of

Recent community posts

Wow thanks!   I really appreciate your words and you checking out my game.  I've recently been led to your collections and have had a lot of fun browsing through.

This was my first attempt at any sort of writing / world building so I was definitely concerned for it coming across overly wordy or preachy haha.

Anyways, thanks again!

This was so fun and the difficulty felt just right.


The art/design is also fantastic!

this is really fun.   dash cancelling is a deceptively simple mechanic.   would love to see some more interesting powerups and whatnot.   i'll def come back and play this again

Simple, clever and a nice level of difficulty.  Loved it!

rerolling is not necessarily flipping.  it takes the current black/white probability and "rerolls" the dice.

There is almost always a higher probability it will turn black instead of white, so often rerolling blacks can appear to do nothing

This is coming along well!   The idea of protecting against the elements has a lot of potential, especially if combined with ways to harness the wind as well!    

I ran into a bug where woodcutters would idle unless I reset their roles.  I thought this was because there were no trees nearby, but even when some spawned they continued to idle.

this was fun!   I didn't feel very sneaky though :(    maybe bushes to hide in or ways to obscure the baddies vision!

we love our Louse friend 5/5

I'll be honest,  not be able to skip through the intro made me not want to play.  I really like the art though!

pretty fun!   

My two big notes are that I think the font could definitely be improved.  Not very comfy to read the cards as is.     

Also, feels odd that summons get attacked for free.  I feel they are already weak as is, so having them not even save you some hp feels a bit bad.   


Otherwise enjoying it!

devilishly difficult,    took MANY tries to get past the first eye wave

This is great and challenging!   

I've run into a few bugs:

- Business Card being played when opponent only has a locked card creates a softlock! (Locked card was the 11 from the Tarot card if that makes a difference)

- I've also run across a senario when hitting HIT the same time a Special Card effect is resolving causes HIT to be grayed out and forcing me to Stand.    Maybe this was from an opponents card and I didn't notice?

I'm in love with the art!

This is so slick!    Kinda like mini-golf!   Loved it

pretty slow going, but im having fun letting in run in the background.     How do you get gems?  Other than clicking on the goblin a few times?

I like the idea, but I found it a little unbalanced.    I really could not stop the caravan.   I think it would be fun if the different resources interacted with each-other more.  Maybe more People in the caravan means they consume food and water faster?         Would love to see another version! 

I really like the idea!     

I think there are a few tweaks that could really push it to the next level.

- Some way of knowing the stats of the Climbers,    how can I know the value of -1 hp if I don't know the HP of the climber?      Maybe instead of a full display for each,  they could have different sprites depending on their status.     Healthy, hurt, about to die!     Could help prioritize where we use our spells.

- Since the game is so long, maybe have the difficulty scale?   Having the early climbers be a bit weaker would really help to not be overwhelmed early.

- Lastly, there is a pretty critical bug.  When the stamina's reach negative values, the Climbers start climbing up!   Maybe a fix / balance for this would be: a negative stamina value pushes the climber down 1, then their stamina resets to 1/1.  

Overall I really like where its going!

Hated it. 5/5 

I had a lot of fun with this!       Currently, many of the battles are very slow.  I think there are things you could add to increase the intensity!    

For example, maybe a +1 damage for back-attacks?   Assassins would be really scary, and positioning could be more dramatic!

I think the Assassins jumping back and forth can get a little annoying, maybe work on the cooldown?   Or introducing some interrupt + CC cards could really add some counterplay!

The Demon Eyes are very very tanky, but also don't pose any threat.   I ended up ignoring them and having them run away.    Maybe consider some design changes that don't let you just ignore them.   For example, maybe if their block gets to a certain point, they unleash a single powerful attack that consumes their armor?  This would ALSO give the player a window to actually deal with them, without feeling like im wasting all my time and dps into their huge Armor pool.


I enjoyed all three characters, and liked how they worked together.  Never used the Freeze card, I think its a little too expensive.


Lastly, I think some helpful UI elements could really clear things up.   Maybe hi-lighting whichever character is next in the order Queue.  Could really help avoid frustrating moments.


Sorry for the suggestion dump!  I would love to see more!

This almost sounds like a bug, but it could also be because the win condition is more than the sum of Green Energy from all the regions.  There are a few cards that directly lower the Carbon Bar, without actually moving the percentages of the regions.  After playing a few of these, I was able to win without maxing out green energy of every region.