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Moocowsgomoo

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A member registered Dec 18, 2016 · View creator page →

Creator of

Recent community posts

Hey all, thanks for continuing to play the game! I super appreciate all the constructive feedback and wild runs people have shown off. Just wanted to give a quick update that a Steam version is in progress - I'll make an actual proper announcement once things are a bit more decided, so expect more info fairly soon!

Level 17 no-hit is absolutely wild, congrats!

Language support is something I'd *love* to have in the future, but it's unfortunately pretty far outside the scope of this project right now (especially since it wasn't planned around that initially). It is something I'll be keeping in mind though.

Thanks for the great feedback, we definitely agree on general design philosophy.

It originally switched back to probes after disarming, and that led to players losing probes b/c they expected the disarm to stay equipped haha. I'll add this an option in the settings menu so everyone can choose their own preference.

Endless already tries to focus on one or two mine types per level (since full random selection would feel even more same-y), and letting that focus be a lot more extreme sometimes would be really cool. That said it's REALLY easy to overdo it, so you'll probably see some gradual progression towards that idea instead of any sweeping (lol) changes.

It is always diagonal/across center yeah - the visible mirror mine is mirroring here (notably not affecting the center 3).

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That... is a very good point that I did not think about lol. Will fix!

Yep! If you want any new dice you have to let existing ones get destroyed first.

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Yeah, the CPU is just... not smart lol. This was largely a test of a card game UI framework I've been developing, so definitely a few rough edges with game-specific things like the CPU.

With *that* being said, the framework has come a long way since then - I'd definitely like to make an updated version of this with a bunch more QoL and features at some point, since I think the core card game is pretty fun.

Oh that's pretty funny lol, didn't think about what would happen when someone's down to a single card.

Thanks for checking this game out!

No promises, but I'll definitely look into it at least - I agree it would work pretty well on mobile!

Ooh thanks for pointing out the tag, just added that now!

Salvage only triggers when you would definitely lose a probe (it's basically an extra life), so armor's still useful for preventing that from happening.

This is now fixed as of the latest update!

Thanks, glad the flags are working! It's not obvious, but one more trick is that Ultimines don't fast-attack their own space - so if you have armor/salvage you can fire a probe directly at one to reveal it and then recycle. That's usually my go-to when resources are tight.

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Wow very nice, that's super far! Everything at that point is randomized, but 3 ultis + mirrors is basically as hard as it ever gets haha.

Thanks for the catch! Should be fixed now.

Ah, yeah it's supposed to reset *to* 3 uses each level, so you can never have more than 3 and any you don't use are wasted. Will think about how to make that clearer.

Current plan for flags is just to let you click a mine in the infocenter panel to change your flag icon to that mine, but I still have to actually implement that so we'll see how it ends up haha.

Thanks so much for all the feedback! Working on most of this now. Not sure exactly what you mean with this point about the disarm - it's supposed to have 3 fixed uses per level, but you can freely switch between using disarm and probes/scanner whenever.

Still tuning the difficulty a bit, maybe 3-ultimine levels shouldn't appear quite so soon haha.

The exact logic is, after all mines are placed, EVERY empty space next to an ultimine becomes a mine. So no gaps, but edge-adjacent ultimines would only be surrounded by 3/5 mines.

Having different flag types is definitely a good idea!

HEADS UP: Your in-progress runs on the web build *may* be reset whenever the game is updated in the future. Working on a solution to this in future updates.
For most people this won't matter too much, but if you want to keep a single long run going over multiple days, you're better off using the downloadable version.

Thanks for the detailed feedback, it's great to hear that it scratches that specific itch haha. I definitely wasn't expecting this to resonate so much with people, and it's a big motivation boost to make more.

Good catch on the ultimine description - was planning to change it, but now I've seen a couple playthroughs where that tooltip avoids a *lot* of frustration from people getting there for the first time. Might just leave it as a "hey if you're paying attention here's some bonus info" kind of thing.

Thanks, really happy that it kept you interested for a couple days and that you ended up getting the win - congrats!

Congrats on the no hit run, insanely impressive!

Thanks so much for showcasing it, glad you enjoyed it so much!

 - Good call on fullscreen, will add that next update.

 - Color schemes are a *really* good suggestion, that would sadly be tough to implement with the current game setup. Will keep it on the to-do list for sure!

Good catch, thanks for the heads up! I just reuploaded the same file and it seems to work now, so not sure what went wrong there lol. Let me know if it still doesn't work for you!

Wow that's actually incredible, I didn't think that was even close to possible lol. Congrats!

Thanks for the lovely comment!

Thanks! The pacing is definitely very fast - I don't want people to have to slog through the boring parts of each run before things get exciting. Working on an endless mode now for players who want to keep going!

Good call - endless mode is coming soon!

I wasn't expecting the card upgrades, and they added a lot to it on top of the already diverse weapons. All of the enemies were great and their attacks felt varied and fun to interact with as well. Really impressive work!

The class special abilities were the highlight for sure, all were very creative and they each require a different thought process to set up. It's definitely super fast-paced - I'd almost want a 0.5x speed "practice" mode or something to get the hang of using abilities/portals efficiently.

This was a really fun entry! Definitely gets chaotic super quickly lol. It's a rare top-down shooter where tapping the move keys to make small micro-adjustments doesn't work out; if moving is going to roll the dice anyway, you're better off sprinting to somewhere else entirely, which works really well here and adds to the frantic nature of it all.

The visual effects look great and music is awesome. The core gameplay loop is really solid, even if the effects feel a bit too up to chance at the moment (bullet speed + enemy speed whyyy). Agreed with the commenter below that letting the player choose between 2 or 3 buff/debuff pairs each upgrade would make things a lot more interesting. Either way, it was really fun!

The visual effects are amazing and the gameplay is really fun! It might benefit from making the bullets and enemies a bit more distinct from each other - it was difficult to see what I should actually be shooting at on the later waves.

Man this is a lot trickier than expected lol. Really nice jam project.

Really nice art - I was surprised at how many different characters there were! It was fun to stack up ridiculous movement values and be able to explore most of the map in 1 turn by the end, and finding the lore made it a lot more interesting as well.

Made it to level 14, going with as much offense as possible lol. It took a bit to figure out, but once I did everything worked really well. You did a good job of making most of the decisions not just "choose the higher number"; like exploring is a trade-off between moving far and landing on a beneficial space, and combat is a balance of using naturally high rolls vs. activating skills.

Cool idea and excellent art! The slot machine animation is very satisfying. It seems like a solid base to build on if you keep adding more mechanics & strategy.

The browser version should be working now!