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ille

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A member registered Mar 20, 2020 · View creator page →

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Thank you for the kind words :)

Thank you :D Reordering is a cool idea.

Thank you :)

Thanks man :) I tried to focus on fluent gameplay which worked out pretty well imo. I had plans to add a few swap suit cards and a joker and a healing card to make the game less rng and more strategic, but didnt have the time as always :D

Thank you :) I guess we watched the same youtube video :D it inspired me to create this game.

Funny idea :D I managed to beat all levels
Well done.

Thank you :) I did some last minute fixes before the deadline and forgot to export for the download versions, so the browserversion is tiny bit less broken (music loop and some shaderoptions issues are fixed there)

I love the cardsounds too :D they are cc0 from Kenney.nl https://kenney.nl/assets/casino-audio (which are btw the same sounds LocalThunk used in Balatro)

I like the artstyle and all the little puzzles. Well done :)

Ha ha :D Thank you

Very cool implementation of the reflections theme. Well done :)

Very fun gameplay :D but you should force the player to run around, maybe collect coins or something, because i managed to cheese the whole game mechanic of beeing careful, by standing in the corner and shooting at that angle like in the screenshot

At one point the game just crashed because of one gazillion spawned projectiles :D
All in all a good game. Well done :)

Thanks :D

Shaders are pure magic created by math wizards :D
I used this one to make the hit animations with some minor modifications https://godotshaders.com/shader/color-cycling-hit-effect/
This Video explains how to add shaders in godot

My tweens look like this for example.

card_texture.material.set("shader_parameter/mix_ratio", 1)
tween_damage.tween_property(card_texture.material, "shader_parameter/current_frame", 6, 0.1)

Thank you so much :)

Thank you and Good job :D

Thanks man :D

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Thanks :)

My game has about 1/100th the depth of Balatro and different card rules, so it doesn’t play anything like Balatro.

Balatro is a roguelike deckbuilder poker game with some crazy incremental mechanics where you combine poker hands with jokers to perform incredibly insane combos and score extremely high numbers (like 10 to the power of 2000 zeros) when you master it. It's super addicting!

Thank you very much :D. I've used Maaack's game template plugin for most of UI logic and then did a few theme adjustments (label,panels,buttons etc.) to replicate the Balatro UI.

Glad you like it :D

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I had Qix on Gameboy when I was a little boy. Fond memories :D. I don’t remember if it had a handicap system back then, so the addition is very nice. The high score system is a very cool feature, and I love that my score gets updated with every run.
Lovely game :)

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Great first release. I died shortly after the locked door. Managed to bruteforce the lock by only counting the stars and then trying 99 combinations :D

A restart button would have been nice, or some checkpoints. After the first locked door would be a good restart checkpoint imo.
I had 4 hearts but died instantly to the electric arc, so did not understand really what the hearts where for.
Other than that fun game :D

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One of my favorites so far. Very clever combination of breakout and survivor mechanics. Very cool 😊. Great job.

Also maybe I had very lucky strong builds, or the difficulty is a bit too easy. My strategy was to trap a ball in the horizontal axis near the middle so it bounces from left to right in a hopefully straight line. Then, I kited everything into this deathzone.

Thanks :)

I like the concept with the mirrored universe/room. Scared myself a few times with my T pose shadow :D
I couldnt see anything in the kitchen under the sink and didnt find a way to light it and then i gave up :D
Fun game, well done.

Very nice idea and execution :) I managed to beat all levels.
Implementing shooting with the mouse wheel would have been really nice. Great Work!

The art style is absolutely beautiful, and the controls are incredibly smooth. I had lots of fun playing! The only criticism I have is that the game starts off a bit slow.

I went the lazy route and used a hurt shader that im tweening. I was too lazy to create spritesheets with 6 frames each for 52 cards😂

I really enjoyed the twist on the shooter theme! It took me a couple of tries to understand the mechanics, but once I did, I found it addictive and engaging. I got around 540 points on my best try. Is it endless?

Just as an idea, a progression system would be really cool if you plan on expanding this game. For example, the boss could have multiple HP bars, and when you knock down a complete bar, the difficulty increases.

Great twist on the bullet hell genre :) At first, I was puzzled why the top vessel wasn’t mirroring my movement along the Y-axis. Then it hit me. I’m controlling a boat on the water surface. I had fun :D

Fun combination of Sokoban and the theme! I had a great time and managed to beat all the levels. The ending screen message really got me thinking. Great work on the game!

Glad you found the game cool :D Thanks for pointing out the bugs. I'll work on fixing those. Appreciate the feedback.

Very interesting and unique gameplay! It was a bit overwhelming for me playing it alone, so much to juggle! :D I bet this game can be a real fun couch co-op 2-player experience. Great work! :D

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Thank you for the kind words! :D I fought really hard to fix that bug but still haven't figured it out yet. The damage calculations are correct as far as I can tell, but the visual representation of the card value is often off by one after a fight. I'm pretty new to tweens, and my guess is that somewhere in my tweens lies the problem, with some "awaits" in between a destroy tween and the "taking damage" tween, which maybe causes a race condition where the card gets destroyed before the texture is changed.

I'm so glad you enjoyed the graphics and audio! I'll definitely work on adding a tutorial to make the game more accessible. Appreciate your feedback!

Thanks for the nice words :) and happy to hear you enjoyed it despite the unlucky runs. Thanks for the feedback!

Thank you, Congrats on winning :D
Your suggestions about the card icons and colors are noted. Your suggestions about the card icons and colors are very valid because often it can be confusing to determine which reflection/inverted card is part of the next turn. Thinking about that, maybe some contextual tooltips or highlighting opponent mirrors when hovering over an enemy card would have helped. That's something I'll try to improve on in the future. Glad you enjoyed the game!

Excited to hear you liked the visuals and animation! :) I'll definitely work on a tutorial and consider adding the additional mechanics. Before I put in the effort, I first have to read up a bit to see if I could get into any legal trouble because of the blatant ripoff or potential intellectual property infringement.
In the end, it's a fangame, so it will be purely a passion project. :D

Happy to hear you had fun in the end! :D I had planned to add different stages of difficulty (like more/less HP or increasing enemy deck size, with added handicap cards that only the enemy could draw, or maybe a boss card with more health or abilities). In the beginning, it was very hard to win for me, but now, after so much playtesting, it feels too easy if you follow certain strategies.

I'll work on improving the learning curve and making the game easier to understand from the start. Thanks for the feedback!

Appreciate the kind words! Glad you liked the visual elements and overall game feel. It was a lot of work in a short time, so your feedback means a lot!