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Krak3rs

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A member registered Dec 02, 2018 · View creator page →

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I've just played 5 levels for now but have to say the game is so cool! It contains very interesting puzzles by their own. However adding "ichor" mechanic is so clever I just had to write this comment. Great job! :)

Two minor suggestions from my side:

1. I've watched gifs before playing, so when I started first level I immediately solved the puzzle without touching tutorial. Then I was little bit confused why I can't click my green "ready" button. It turns out I have to go through the tutorial to do this. I think you could make tutorial optional or make it more clear it's still not finished.

2. You introduce new element after every level. This makes the game super condensed which may be fine for many players. For me it was too dense though. I'd like to have more levels with newly introduced element to get familiar with it, know it's good and bad sides, discover which synergies play well on various levels (e.g. open vs tight level). It's a lot of work I know, but you could turn it into fully functional title with several worlds that have their own flavour and maybe own "ichor" goal.

Found this by chance, well done :) Do you remember the theme?

Do you plan to work on this project?

Thanks! Almost forgot about this entry. It was so long ago :D

Looks nice. I would make mountains inaccessible like water tiles. Then you could create more interesting maps.

It took me much more time than I expected to solve the puzzle. Would be nice if you could add mouse/touch support. Also using 'm' seems to freeze the entire game in my case.

Yes, it's pretty fun! Thus I came up with some ideas. However I don't want to be too intrusive with these. I suppose you will get even more after some brainstorming. This could be very nice arcade game. Just needs more content - even for mobile.

I think this game could find its niche on mobile. You could extend it with increasing difficulty, new obstacles, various door placements. You could also:

  • add more buildings
  • add checkpoints with infinite mode
  • add super hard challenges

Some of those modes could find the right audience on mobile.

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It seems like I broke the system. I could play longer, but my hand was tired. Probably would be much better on the phone. I've tried playing on mine, but dragging was not working there.

I think you should speed up the lanes with each wave. Then it should end up at some point. I would also add some bonus for matching colours or some penalty for using non-matching colours X times in a row (if there was proper colour match available). Right now I think it's not enough. Of course it's better to remove 5 with one card instead of three. But selecting right colour sometimes takes so much time that it's faster to throw three random cards.

It seems like your font) icons are not working properly in my mobile Chrome browser: 


Very cute game with interesting mechanics. Tried to get the Google Play app, but it seems to be removed from the store. Am I doing sth wrong?

Yes, it's true, but it's part of the jam theme "Though Choice", so you must choose knowing that bad things will happen.

Well, that explains a lot. But for people from the outside (or lazy like me) it will be unintuitive and frustrating. Would be nice if you could somehow introduce player to this in game. Maybe some small storyline?

That's a die roll for both attacker and defender. You can calculate the odds before choosing the attack icon.

Ok. Now I understand why there were those die rolling sounds. You could tweak the description with some better spacing / die icons. Should be much more intuitive for more casual players.

This leads me to another issue - I've seen creatures with blue progress bars. I didn't know what they really are until some creature got damaged. I was suspecting some kind of mana / energy and that damage bar is not yet implemented due to my bad luck and miss mechanic. I think you should stick to the convention and use green bars. I would even argue they should be horizontal.

While kill a 100 cards deck when you can just kill the boss?

I agree. But i still think it should be easier said than done. I think Hearthstone's Taunt mechanic would fit here much better. It should provide very interesting choices and game dynamics. You could put some barricade to protect your weak hero. Oponent could counter that with rats who could still be able to breach it. Some bigger creatures like Troll, Ogre or Bear could have taunt too and maybe only swift/flying units could pass em. Maybe you could make em blind / frozen or apply any other cool counter effect.

Again, as reminder, if you now check the game page, you will find the game instructions that should be complete for the current game state.

Thats cool for me. But for many lazy users it may be a big blocker. You should think about some form of guidance explaining the core concepts - especially those unique for your game. I know it's a lot of work and not for a game jam. But now you have little bit more time I suppose :)

Ad.3. People like checklists. I'd suggest some checkmarks :)
Ad.5. You could eventually introduce it in a challenge mode or sth

I like your idea. It's pretty engaging. Some tips from my onboarding:

  • The background images are very beautiful. However I think they have too much colour and details thus bottles and cauldron do not stand out as they should. It's hard to tell what's clickable and what's not.
  • The tutorial popup should be changing positions. I suppose it's placeholder and eventually will be replaced with some pointing hand / arrow. But still. For now the first tip is misleading. I thought you want me to click the cauldron.
  • After filling first ingredient I see 1/3 of the potion is ready. But in the book I see only two colors. I assumed the first one is already poured in and was confused why cannot I pour the second color.
  • On stage 6 where you introduce yellow color. Is it totally random? I've tried getting new color until I filled up all the potions. Then I thought: "Ok, I'm stuck." If it's intended I would show once again the tip that you can return the liquid to the cauldron. If color draws are random I suggest faking em for the onboarding purpose.
  • I think it would be nice to count pouring stuff from / to cauldron as normal move. I suppose it would require some effort and balancing. Just think it may be worth it.

Hope this helps you with making your game better. Good luck with the project! :)

I like the mechanics and I'll be waiting for the updates. 

I know it's a jam entry, but would like to share my thoughts. Maybe there's something obvious that you haven't noticed yet:

  • Starting characters are pretty random. My first run was a total disaster. I've got orc, rat and goblin. You know how it ended... :D
  • Picking characters should not be obligatory. I've started with strong starting set but eventually ended up with nerfed version as I had to choose some weaker characters.
  • Missing attacks is so annoying! I feel it's 50% or more. Very frustrating. Especially when I've managed to play two big guys and they couldn't take orc and rat (because of misses).
  • Late battle stages seem to be pretty boring. I have to finish my oponent (with annoying hit chance) or wait until he finishes me (with same annoying hit chance) :D
  • I've tried to use the "escape" button but it didn't work. Maybe I understand it wrong?
  • Would be nice to skip/speed up some battle phases/animations. They become repetitive very quickly and break the fun.
  • I think characters should not be able to pass other characters. With weak avatars there's no brainer strategy. Just rush forward and hit / shoot. Luckily the AI is not that smart :)

Please don't feel overwhelmed with these. The concept is pretty cool. Just would like to play more polished version ^^

Thanks! Anything you would like to change?

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Thanks! Will do as much as I can :)

Is there any way to win / escape the room? ^^'

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Hello gamers :)

Few days ago I've released a demo of my new Card Game - Magic Finder.  What makes it unique is a set of cards that use Tetris-based Shapes to fill the levels:

Magic Finder gameplay examples

In this game you will:

  • Visit various locations and explore em using custom Decks of Cards.
  • Collect valuable items that can be sold in Your Store.
  • Present your finest gear on local Contests that give you prestige and increase your final score.

Magic Finder various features

The game is fully playable. I've managed to balance the cards pretty well. They provide strong synergies and unlock various deck building strategies. After each level you will have a chance to get more cards empowering your deck with interesting choices. Levels have various shapes and depths which makes them more appealing and challenging.

Magic Finder deck building

I know the game is pretty rough in some areas. I've prepared a solid roadmap for the next updates:

  • Store improvements (sponsored by Theme Hospital - I know - I'm pretty old)
    • Placing furniture in a 2D space
    • Adding customers NPCs
    • Adding reputation and extending the meta
  • Gameplay improvements
    • Artefacts (complementing various decks)   [Slay the Spire]
    • Cursed items (more challenging levels - counters for various decks)   [Pirates Outlaws]
    • Card effects that can last for entire location / scenario**
    • More cards and balancing [Sisyphus Works]
    • More interesting visual effects - based on card type, etc.
  • Scenario improvements
    • Extending first scenario to one year (48 weeks -> 48 levels -> 12 competitions)
    • More unique levels using new shapes and mechanics
  • University
    • Place for exchanging cards - dust unused cards and buy better ones [Hearthstone]
    • Place for buying epic / legendary cards
    • Place for buying artefacts
    • Place for removing cursed items
  • Second scenario
    • Longer one
    • More levels
    • More competitions
    • AI oponents
    • Possibility to manage multiple stores - like in Pizza Syndicate - anyone remembers this game? ^^'


** Not sure if I've seen it in any game - any clues?

Very interesting game. I like how many strategies can lead to victory. There is one drawback though as many strategies are so contradictory and cards are so random that it takes very long to gain advantage and eventually win the game with some big combo. I'm not sure how could you solve this. Maybe removing some groups of cards? This could reduce number of strategies but speed up the game progress.

Well polished, niece sounds and music, like the face and name generator. Would be nice to see some twist over the well known mechanic.

I really like the concept. Filled in the form. Will be turning back from time to time to see the progress :)

Had some issues with readability:

  • It took me a while to start by using 'x' :D
  • I've read about bouncing directions from the comments below.

Besides that pretty cool game. I enjoyed it even more when I discovered that bouncing off the obstacles can play to your advantage. Really cool mechanic :)

Nice one. I like the aesthetics. Probably would be much more fun playing in my native language. Do you consider publishing it on mobile?

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Super nice entry!

I like all of the mechanics: blowing wind, confused workers, various weight of resources, stomach progress bar, hiring workers for food, even the abandoned things blocking workers, etc.

They make the game very cosy, but also little bit chaotic - which is nice - I've never had the time to get bored.

Two things I would change:

  1. Workers behind big obstacles should not be confused by the wind or should be highlighted somehow.
  2. I would add the busy/all workers counter. I has issues with tracking all the workers in the late game. This would partially solve the 1st issue by the way :)

I'd love to play next updates if you decide to expand it. I see many possibilities here :) Good luck!

Such a great game! <3

Regarding 'OR' cards - think about allowing player to choose an option.