I love making games, thank you for playing them!
Impy
Creator of
Recent community posts
I have seen bug for issues that seem to be computer hardware related, but I don't think full crashes at the start have been reported. If you are running the game on Windows, try the win32 version, but this is most likely some sort of issue related to the Godot engine rather than something I can fix on my end.
The story mode is really great and I've had a very fun time unlocking everything, but it's nice to play with the multiple transformations for more than a single round and to see how far a character can be taken. Endless mode gives something new and aspirational to do after the main story is complete.
I'm surprised and glad to hear that you played Summer Sweepers! Do you think that TF Card Battle may still get updated in the future? I would be very happy to see a small expansion that make endless mode more repeatable!
One suggestion that I forgot to mention is that the "take an extra turn" cards should get discarded on use. They're the main thing that allows infinite combos in endless.
I thought I'd try this game out for 10 minutes, and after tens of hours and many fun evenings I am still discovering new strategies. The gameplay is dangerously addictive! The "pictures from around the net" style feels a bit nostalgic to me, I like it. Even if some of the central sexual themes are not fully my thing, there are lots of choices and variety.
I know that I'm a bit late to the party, but I really hope that you still have plans to release updates! I would love to see an anime variant for the last few cards that don't have it (mostly for Magical Boi, my favorite dual transformation). The endless mode could use a +1 TF damage per level scaling for the bosses and maybe an extra power for the regular opponents every four levels or so (I went infinite with a few combinations). A list of highscores for endless mode would also be a welcome addition. The only major thing I recommend for card balance is to give a 2xTF effect to an expensive late-game card in the default collection to open up more options for players to take different sets (2xTF is absolutely necessary for any strategy in endless mode and is great in story mode too). A final bit of polish and some small bug fixes, and I think this can become one of the games I'll keep coming back to for many years!
Thank you for all of the fun, this is a truly excellent game!
Items from your inventory are used only if they are selected (blue gem above), and if they have any power on the target encounter (amount of red gems above). Selection defaults back to hand if you attempt scouting with an unusable item. Some encounters will give you a different reward if you finish scouting with a specific item (animals give you coins for food and trees give you fruit when using sticks or rocks).
I'd like to add a tutorial that explains everything in a playable level, I just need to figure out some code stuff for getting custom maps working right.
I always appreciate constructive criticism, especially when it's clear that the player was actively engaged. I'm happy to see your response! My games are quite niche in terms of how they are played, and the stories they tell, so they can't (and weren't meant to) reach absolutely everyone, but I do try to get a few more players on board when I see an opportunity. Difficulty is something that I can offer more options for on my end to allow more players to have fun, so it's certainly a very reasonable concern!
Try some of my other games if you have the time, perhaps one of them can offer a more fulfilling experience!
Thanks for playing! It's unfortunate that the difficulty was off-putting and led to a bad experience, the various mechanics of my games can be obtuse for players at times. This was my first major project and I think I've gotten a bit better at making things more accessible since. The hidden text was probably not the best decision, I haven't brought it back in any of my other works.
If you want to try the game with a bit of a power boost, you can modify your save file to get more stars, it's located in C:\Users\*USERNAME*\AppData\LocalLow\Impy\Sweeper. Set all map awards to "true" in the awards.sav file to get more starting options. It's always disheartening to hear from players who are enjoying the premise of one of my projects but find some aspects of the gameplay troublesome, I'm sorry about that.
It's probably nearing the end of development, but I think that the game has a fair bit to offer now. The amount of events has doubled after this update, Kate gets to peep, and there are a few scenes with 3 characters in them too now. I want to focus heavily on events in v4 again and hopefully give at least one to each possible pairing.
Nice game idea with a lovingly pixelated art style! The toggle for the window view of the mansion is a fun touch, maybe it could show character silhouettes for the searchers and a hint for what Sara's doing after she's been found? Since the game is all about who finds her first, it may benefit from some way to control your opponent's actions. Maybe there could be some bonus items to find or room interactions that change the map in some way to alter what the others are doing?
Thank you for making this game, it's a fun little adventure!
I generally agree. The combat system was hastily reworked during the game jam after the original physics-based concept didn't work as well as I had hoped. I think I've done enough to rescue the game, but it's still somewhat flawed in the way everything fits together. You can find sketches and prototype screenshots of the original idea in the "Past Work and Future Plans" devlog.
Unfortunately none that I know of. Custom screen sizes were not working right in the browser version, and I had to disable them. I hope that someday the menu breaking bug either gets fixed by the Godot team, or that I can find a workaround. It's a tricky issue to fix because I can't see if the solution I'm trying does anything because the bug isn't there on any computer that I have access to.
Darn. That's really disappointing news. Godot just got updated too, but I guess that the cause of this issue remains. I still don't have a good clue as to why this can even happen, the interface elements that get moved are not set up in any special way. If this doesn't happen in Familiar Finders, it could have something to do with the fact that menus get hidden rather than deleted in Plight of the Priestess and Checkmate Charmers. Maybe it gets initially loaded in some wrong way on some computers, so only the elements that are immediately visible are effected?
Probably not, it's proven to be too difficult in my experiments with the concept. The map is too small and unreliable and there are issues related to resolutions and scaling that are not easy to resolve. This is probably an easier game to fit into mobile devices than my newer pixelated games, but it's still a lot of work and I'm not sure if I'll ever find the time.
I'm glad that you have enjoyed it! A sequel is actually planned, I'm hoping to start developing it in late Autumn of this year. It will probably be less of a direct sequel and more of an alternative story. I'm not too good with localizing games, but most of them can be hooked to a translation tool of some sort.
Steam releases for some of my games are planned, but they will still be completely free. If you want to support my work financially, the best way to do so is through SubscribeStar, but it's completely optional, my games become available to everyone after a month of early access. Secrets of the Bastion and the planned sequel sadly won't appear on Steam because the sexual content goes against their policy in some parts.
The writing style and gameplay are wonderfully matched to the Ace Attorney series, they've definitely got me feeling a bit nostalgic! The tracking camera is a very fun mechanic and adds quite a surprising variety of little bonus events for players to discover. I really enjoyed the first two chapters, and I'm looking to completing my card collection as the game is expanded. Thank you for making this game, you've done a great job!
Scouting the rival splits the party in the next map. Companions get taken if adjacent to the rival, otherwise Piper gets taken and you play as the companion. Scouting with 1 open tile around the target will guarantee that Piper is chosen, while scouting with 2-4 guarantees that his companion is chosen. Only your final scouting action counts and as of v2 spells can also trigger this interaction.
No, I think I had 3 scales. Getting 2 or 3 is probably the average point that players will reach without further motivation since that's about how long it takes to scout the map, interact with all the traders a few times, and explore the game mechanics. I can definitely understand the limitations for games made on a time budget, this is a lot of 9 days of work!
The idea is very neat and you've built good controls to support it! The overall game is probably a bit long for what you do in it, but there's definitely enough going on to get players to collect at least a couple of scales. Something extra like mobile obstacles, random events and different poses for the traders could extend player engagement for a longer play session.
Thank you for checking out the update, and playing all the way through to when the second companion shows up! I had plans for everything I added in this update since the start, but there was just no way to get it all ready for the jam. As of v2, I think I have the basics of almost every major feature I planned to add, so now there's plenty of time to expand upon it all in v3 and beyond! Music is one of the things I can't make myself, so I always try to tailor a bit of the style and pace of my games to any audio tracks I add.
If you're planning to add battles, you could just send the party back to the inn on defeat there too. I think that the kind of game you're making could work better by penalizing players with progress loss instead of having a full game over state. You'll just need to be a bit careful not to make the failure states unlock more events than actual progress to keep the players engaged.
You've made some nice gameplay additions in this update! I like the introduction of obstacles and the tavern, it feels like there's a bit more strategy to how players can choose to explore the maze.
Now that there are additional resources for the player to make use of, perhaps there isn't a need to send the party back after being split. The search for missing members will feel a bit faster if instead starting over you'd lose a bit of time or health, but remain in the current area if it's not too late in the day. You could also consider sending the party back to the inn whenever health or daytime runs out, to give resting there a more important role.
It feels like the gameplay loop is starting to come together in this update, and I'm excited to see how the inn will get used in the future!
I should probably add some sort of confirmation to the final event to indicate that the game ends when you click it. You can keep playing as long as you like if you ignore it. The game could probably be a couple of matches longer, and maybe it could be fun to have a requirement of scoring a couple of checkmates before it ends. Checkmates are hard to get, but they feel pretty great when you manage to set one up. I want to add some sort of scoring system to give players more of a reason to play again, and checkmates will probably be a big part of your score.
You will need to meet Ram with Cetra twice in the guild to start the sharing route. The titjob event should be available in any map that has Abigail in it. You'll also need to take Fio out to town once or twice to get her love to 15 or higher and avoid the endings that involve Oolie or Ram. It's been a couple of years since I've worked on the endings so I could be wrong about something.
I know about this one, I've received a previous report of the game doing that. It's strange that it's always the side menu that gets affected. Unfortunately I am at a complete loss as to why this happens and cannot reproduce the issue on my own computer to fix it. Games made in Godot just aren't fully consistent in performance across all platforms and machines running them. Godot is growing rather quickly, so I hope that this gets addressed in a future release of the engine.
I really tried to make the chess gameplay approachable to players of any level of skill, so I'm glad that I've been able to hit the mark and make it fun! Thank you for playing! I prefer body type variety more than any specific sets of features on the characters I create, so there's usually a bit of something for everyone.