Interesting, the non-pro zipped build ran fine for me on Fedora. Good to hear you can compile from source still.
Jackson Allen
Creator of
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You can actually get a peek at Atlantis if you "solve a mystery of the sea." But from what I can tell few if any people have figured the puzzle out. Perhaps I made it a bit too cryptic, but maybe it's good that way... :)
Spoiler for those interested: Atlantis is only the good ending. There's a slightly better ending, but that one is even more cryptic, haha. No more hints from me!
Thank you both for the feedback! Initially, the toppings were supposed to be important info, as later deliveries would get out of order, but with the way my difficulty turned out, you're almost always left with only one delivery that can't get mixed up. I'm glad you liked the sounds too; I literally made them all in the last 10 minutes of work haha.
If anyone's interested, I updated the difficultly a tad bit over at https://www.lexaloffle.com/bbs/?tid=31405. It's still not perfect, but I think it gives a bit better challenge.
Neat concept, though I feel that a bit more variety in cards would go a long way in adding to the experience. Right now there's always a very obvious optimal play, either to remove an illness or to raise low stats. Maybe some cards that give interesting trade offs could give more weight to player decisions.
Also, this is just one suggestion, but perhaps each turn you draw back to a full hand or at least have a way of drawing more cards? Right now you can easily get into a place where you only have one option. That's no good for player choice, which is what makes a card game interesting.
(I liked it though, these are just my criticisms.)
Nice! Really like the cardboard artstyle. My main complaint with this is that progression feels super slow. I know I could have gone faster if I knew what I was doing, but it still takes quite a while to be able to purchase anything. I'm pretty into it though, so I'm leaving it in the background as I do other things.
I'm glad you liked it!
And yeah, I designed the game without any instructions in mind. I think it's a bit more fun if you play around and discover how to proceed yourself, but some people had trouble/were impatient. I added the instructions to make sure everyone could play the whole way through. (You're welcome, Mom! ;P )
Ooh, this is a really neat idea. It sounds a lot like a vivarium game, which is an interesting genre. Earthtongue is my favorite vivarium game so far, so maybe looking at the trailer could give you some ideas?
Here's a few ideas of my own:
- Slight procedural generation of the room layout
- There's a back-and-forth hero/monster relationship, if heroes are too strong, monsters will power up and vice versa
- Maybe sometimes a prompt will pop up and you can choose an option, like installing a trap or changing monster spawn rates or something
- You can drag around or guide the heroes or monsters to give one side an upper hand
- Maybe you have to choose whether to control heroes or monsters and have some incentive to make your side do better? Or maybe sandbox nature would be more fun.
- Heroes or monsters can rank up after doing well? Strong heroes may return to the dungeon after leaving.
But these are just spitball ideas. I like babyjeans's ideas a lot too.
Omg I really like this. Obviously has some strong influences but it's really able to create its own identity. I especially love all the creatures; they have so much charm in them. My main criticisms are that the camera seems a bit overly quick in movement and that the wand mechanic seems underutilized, but neither of those were gamebreaking by any means.
Are you still working on this project? I don't want to put any pressure on you though, it's still a really great standalone demo.