Fun game here, I get some Undertale vibes from it. I really like the addition of the items in this round. Going forward I would love to see some battle effects and audio, that would really give your game some life. Looking forward to seeing where you take this game. I know how hard it can be to program some turn based mechanics for a game jam, so great job.
Loten
Creator of
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Besides a little playing for research, I don’t play any. I watched a video from the makers of Backpack Battles and that’s the first time I heard about asynchronous multiplayer, I have been intrigued with the idea since. I have watched a bunch of streams of Backpack Battles, Super Auto Pets and The Bazaar. So my game is influenced a lot by them.
Initially, I was hesitant to play your game because of the math, but I'm glad I finally gave it a try. Your unique take on the task for this round was impressive. I especially appreciated the option to skip puzzles; my old brain wasn't functioning well this morning. The original story captivated me and kept me engaged until the end. Well done!
I’m finding that balancing a pvp game is super difficult, especially in a two week period when my only opponent was myself. I was having a hard time to make healing work and poison was too powerful. I may have buffed healing and nerfed poison too much. Anyway, thanks again for all of the feedback, it’s very helpful.
I’m learning a lot and taking notes for my future card games.
I found it frustrating that the space bar was the shoot button, and it made me bind it to my mouse instead 😅. I really enjoyed the upgrade system with its many great options. It feels like you have the bare bones of something great here, and I can tell the game wants to be something more, but it seems like you just didn't have enough time. For what it is, I really enjoyed playing it, and I would love to see this continued in a future round.
I agree there’s likely a balance issue, given the balance is based on how many times I’ve tested it against myself. I love seeing the variety in player builds, and while I haven't noticed a dominant strategy, I bet there is one.
Currently, the top three players use a combination of damage with some healing or shielding. Players in 4th and 5th place, including yourself, use defensive builds. Interestingly, the top three players have less than 10 cards in their decks, while you have over 20. I didn’t expect a larger deck to perform so well, but you proved me wrong.
Thanks for the playthrough; it's fascinating to see everyone's approach to my game.
It's asynchronous pvp, when you play your cards and stats are recorded for each level. People who play after you have a chance to play against your build.
Auto-battlers are fairly popular games these days with lots of numbers flying all over the place. It’s the type of game that you have play a few times to really understand what’s going on. It already sounds like you are starting to get some of it. Yes, the bar at the bottom does indicate when the bees are about to come out, honey is gold (I thought it fit the theme of the bees). Everything is color coded as well, so all the healing cards are purple and purple numbers appear when you heal, green for poison, yellow for shields and so on. The boxes under the player names show how many wins they currently have against other players. Some of this is explained at the bottom of the game page, but if I go into too much detail for a game jam that will turn off people.
Thank you for playing.