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McFrostyBoy

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A member registered Oct 10, 2022 · View creator page →

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Howdy, y'all! I'm an programmer/engineer with 2 years of professional experience as an engineer working in Unity and 2 more years as a general programmer. You can checkout my portfolio here! I'm looking to either form or join a team. I am specifically looking for teammates who are also experienced and confident within Unity that want to make something simple, yet polished.

I am particularly interested in doing design work for this project, and can definitely contribute on the programming side.  I'm not great at generating assets, and will likely just track down free assets if needed.  Please reply here, or add me on Disco. Thanks! McFrostyBoy#3557

Glad to hear you enjoyed it. I definitely agree that we had a lot of room to better emphasize the shotgun mechanic. Hermes actually fires a shotgun at the conclusion of her turn using unplayed attack cards as ammunition, but we didn't do a great job explaining or visualizing it. We also had some additional plot and narrative sequences to better clarify this + Hermes's relationship with her shotgun, but our dialogue system was limited by our deadline, so we wound up having to axe that exposition. Either way, the entire team  worked really hard to make as much of this ambitious design happen, and I couldn't be more grateful. Thank you for the feedback! :D

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I definitely agree with your feedback. As Thetra mentioned, Hermes is intended to fire a shotgun at the end of her turn, using unplayed cards as ammunition (she actually does do this if you watch her character closely). Unfortunately, we didn't have enough time to clearly explain this rule or come up with clear ways of visualizing it.  Also agree that additional card types and mechanics would have been more enjoyable. The features related to both of these things kind of got left on the table in our attempt to hit the deadline. :(

Raku did some really amazing work with the art! Was so cool watching how quickly they were able to produce such great pieces. Also feel like they were backed up by some great original music and SFX from Red Tree!

I would definitely agree with you on that. There is some rather questionable code backing the battle system that I personally wrote. I can definitely say that I am not proud of what I did, but that I was thankfully backed up by some amazing teammates who did great jobs of producing some quality art, music, and other (much better) code. :D

Hi kilmkam! Happy to hear there's someone else who likes TCGs here! I will say that as someone who's into TCGs, I really feel like we only got the idea of making a TCG into the game, instead of capturing the fun that comes with the wide diversity of cards and complexity of effects and archetypes that are present in complete TCGs. Either way, our team worked super hard to get this idea as far along as we did, and I couldn't be more grateful!

Hi gavcan! I'm glad you think so highly of the game. Thetra really put in a lot of work, expertise, and valuable experience to make so many of the features happen. I'm really happy to hear that his efforts along with the rest of the team's made for an enjoyable experience for you.

Hi teuciont! Thank you so much for playing, and for your really thoughtful feedback. All very insightful points! The target highlighting was definitely a feature that we wanted to implement, but lost to the lack of time. The card selection/playing system was implemented in an... interesting way by yours truly. Definitely a lot of room for improvement there. The dialogue screen thing wasn't actually something any of us had thought about, but a really helpful QOL feature. Will def try to incorporate that into future designs. And yes. The card and enemy variety along with some (in my opinion) very interesting mechanics for Charon, the non-shotgun character just never made it in. :*( Either way, just want to thank you again for the constructive feedback, since knowing where and how we can improve is just as if not more important than what we did well.

Thanks a bunch for the high praise! We really had a lot of ambitions behind this particular game design, and a lot of ideas, plot details, and quality of life features that just didn't quite make it into the game. Glad to hear you enjoyed it in the slightly incomplete state that it's in!

All of our artists worked really hard and produced some really cool pieces. Raku made some really cool characters, and Red Tree made some amazing, original soundtracks and SFX for us. We really wanted to improve the guidance around the battle system, but at the end of the day, just getting it done and out the door proved to be the most we could do. Thanks for your feedback, and glad you enjoyed it!

Glad you liked it! Our team worked really hard on this game. We definitely missed some opportunities regarding the clarity and rules around Hermes's shotgun mechanic, so thanks for letting us know that it wasn't easy to understand. :)

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Howdy, y'all! I'm an programmer/engineer with 2 years of professional experience as an engineer working in Unity and 2 more years as a general programmer. I'm looking to either form or join a team.

Also, I'm currently working on making a career switch into GD, and want to get into the habit of making more games. I can provide some links to some promo vids from prior projects I've led the design on upon request. Unfortunately my portfolio website rn is under construction! Please reply here, or add me on Disco. Thanks! McFrostyBoy#3557

Hey saw your post, and was wondering if you wanted to team up for the coming game jam? I've got 2 years of experience as an engineer working in Unity, 2 more years as a general programmer. I'm currently working on making a switch into GD, and want to get into the habit of making more games. I can provide some links to some promo vids from prior work. Unfortunately my portfolio website rn is under construction!