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Man-o-Valor

213
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A member registered Dec 30, 2022 · View creator page →

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GG, best score so far! Best of luck uncursing :)

Wow, thanks for all of the great feedback! I have a lot of things to add post jam for sure. I'm surprised no one has told me about the spelling mistake in the credits slide, that's what 1am gamedev does to a man 😅

Thank you! Will watch this asap :)

Thank you so much! The double kill card is meant to be in a higher tier of card and it's forced to be offered to you early on. Wave 12 is really far! I'm surprised the game didn't run out of cards to offer you :0

You have the option to continue your run after the canonical "ending". I doubt you'll be able to get past wave 8 though ;)

After the jam I'm going to move the descriptions to horizontal bubbles when you hover over the card, giving them more space and the cards can have a picture

Could maybe pass as educational 🤣

Thanks for the heads up, I'll review which license I want tomorrow 👍

Thanks for the feedback! I definitely was a little pressed for time when making the difficulty curve so more enemies was all I added. Shotgun King, my inspiration for this game, has pairs of cards to choose from that benefit both sides each wave, so it might work well for this game in the future as well :)

Thank you :]

Thank you! :)

Thank you :) Some users have found some bugs on mobile so that's why it's not recommend fyi

Thanks for playing! I considered adding a feature or even an upgrade for seeing dangerous tiles, but that ultimately would make it too trivial. And for Bloodlust being overpowered, that's intentional. It's satisfying to use, and necessary for later waves with many enemies. The game is actually hardcoded to offer it to you pretty early. :)

Interesting, no one's done this before. I'll be sure to fix it after the jam!

The trick for the queens is that they're dumb. They just try to get as close as possible to you even if you can take them easily. If there's multiple, use obstacles to split them up enough to take them all out. Thanks for playing! :>

We actually considered a card that lets you attack without moving, but it would have been complicated to pick whether you wanted to move or not. Thank you :)

Most of those negatives were simply out of scope for our team, but after the jam we'll see what we can do. The map was actually made in Google Sheets ;) Thanks for playing :)

Thank you so much! :]

Thanks for the feedback! I can definitely tweak the colors for more contrast after the jam :)

Thank you so much! Adding more enemies would be nice, and there are some canonical expanded pieces on variants in chess.com, like the Long Knight (moving 3, then 1 squares in an L) 🤔

This was a really nice game! :> The sprites were very nice looking and stylish, and the music was really fitting as well. My only problems with it are the platform physics and the controls. Probably would have been easier playing on a controller, or with dash as Q. The physics are also pretty unforgiving combined with instakill surfaces, which makes things a little frustrating with limited checkpoints. Also, it would be nice if checkpoints refilled your health saving you a suicide, lol. Overall really nice looking and satisfying, but the difficulty is pretty frustrating when the movements are about precision and not intention. Best of luck in the results :D

Yeah Bloodlust is secretly always offered to you before wave 3 because it's so necessary. Thanks for playing :D

Thank you so much :>

It was one of my first ideas lol just because you take other pieces by moving into them directly

Having one sprite handle everything is key for big projects, since you can have a core loop that while not working at a steady framerate still keeps functions from "running on top of each other". It's basically PICO-8's _init _update and _draw functions, and since I'm erasing and drawing the graphics with Pen every frame, nothing from another sprite would be able to "cooperate". There is one other sprite that is stuck to the middle and full of a screen-shaped window of 0x00000001 glass. This is "shown" but you never see it and was a simple way to not draw items if they don't touch the pane.

Odd , haven't encountered that before. Unfortunately I had two backgrounds, the censor and the black color from it, and I wanted to export with the back bg so it didn't look as buggy if it showed up but time pressure got me and I forgot :[

As far as the firelight power I tried to make it clear where the firelight was (3 tiles squared) and if I had more time I was going to add a particle effect on tiles with "firelight" when you have Wards. Also, pieces avoid it typically but will break this rule if it kills you on that move. This was not obvious enough which was an oversight :(

As far as the font I used PICO-8's regular size which is cramped but legible. I considered using the puny font instead but it's just  much harder to read.

And finally, as far as an indication on where to move I had considered it as a feature or even a card but I ultimately decided that it makes the game too trivial.

Thanks for playing, and for the excellent feedback :>

I thought about upgrading the enemies when you did, but I was already ripping off Shotgun king enough (hehe) and making more cards / features was out of scope for the 2 weeks. Also, behind the scenes the game is basically held at gunpoint to offer you Bloodlust early because it's so important. Thanks for the feedback 😄

Thanks for the feedback! :) Are there any changes you would make to letters to make them easier to read without changing the resolution?

Thank you :3

Thank you so much :]

Thank you so much :D Wave 5 isn't too hard to get to if you look carefully, I know you can do it ;)

Thank you for the feedback! :> Is there any letters that could be improved without increasing resolution?

Thank you so much for the kind words :D <3

Thank you so much :]

Thank you so much! :D

I thought about this as a feature or even a card, but in the end we decided it makes the game too trivial. Thanks for the feedback :]

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Thank you for the feedback! I was trying to make pieces highlight along with tiles when you hovered, but I ran out of time and needed to submit.

Another detail I'd like to point out that you probably didn't notice what that RLS was made in the kids' block programming language Scratch (out of spite and for fun) :)

Knight would definitely be my first pick for another player character. Also coding their movement was a lot of fun 😄

Ah yeah I checked your footage from yesterday so that issue with the Muddy card is fixed now