Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

noshuio

11
Posts
6
Followers
2
Following
A member registered 68 days ago · View creator page →

Creator of

Recent community posts

Glad you liked it, and congrats on beating it on your first try!

  • I understand the problem. Currently, the dragging only starts after a certain threshold of movement that I have essentially calibrated based only on my gameplay. I will keep it in mind for the next update.
  • This is a much-discussed topic. By design, the behavior is intended. As a roguelike, I wanted to leave the possibility of clicking on a mine by pure bad luck, a disadvantage mitigated by having more lives. However, I have added the possibility of starting a game with the 'Hawk Eye' relic, which prevents this situation; it's on the New Game screen.

Oh, revealing the modifiers as a mechanic could be a nice addition, I’ll definitely take note of that.

Regarding the overall flow of the game, I agree that the current pace is too fast, and you don’t have enough room (pun intended) to collect a solid build to proceed more easily. Another idea I had was to have an open map for each level, so if you found the boss, you could keep exploring other areas to collect more resources. I don’t know if you played a version prior to 0.4.0, but the map was also different back then.

I appreciate the overall feedback; some ideas are already somewhat implemented (like hidden paths and puzzles), just not generated in the current release. I know there’s a lot that could be done, and I'm willing to commit to it if the game gains enough traction

(1 edit)

For now, it was not my intention to mention which modifiers were present for each boss in order to keep them unpredictable. Obviously, each combination should be balanced to be as fair as the others, as we already said.

I didn't understand the part about reviving the boss modifiers, could you elaborate? Thanks


Edit: what I could do is to list all the modifiers that could be applied somewhere, like here in the game description, together with other unexplained mechanics :D it's always been a thing to do tbh

Understandable, should be an easy fix :)

Sorry, I missed the part about opening on a mine. I think I know where the problem is, and I'll try to fix it in the next patch.

Regarding the damage, there is also a boss modifier that increases it by 1, so it would be 2 damage for each mine. If you have the seed, I'll try to confirm if it was present or not. However, if exactly 7 mines exploded, it should have caused 14 damage, not 22. If it was 1 damage for each mine plus each adjacent cell, it would have been much more than 22. Graphically, it is correct that the adjacent cells are damaged; it is part of the malus due to the enlarged explosion effect.

I like the idea of giving weight to each boss modifier to make the resulting stage more balanced. I will work on it, thanks again for the feedback!

Thanks for the feedback! One of the boss's effects is that when a mine explodes, it destroys a 3x3 area around it. As a result, if there is another mine within that area, it creates the chain reaction you experienced. In the early levels, it can take away a maximum of 3-4 lives based on my tests, but it can be fatal in the later ones. The same thing happened to me several times (see my gameplay video). I understand that it is frustrating, and I am open to changing it, which is why I made the game available while it's still in development

I've actually implement a new relic for that.

I'll probably make it so that it's automatically added when starting a new game, since it seems to be something requested by most people.

Just tried on firefox, it works fine :/ it should be something on your end. You could also try the new alpha version, it's a download for Windows. If you would like it for another OS just let me know!

Thanks for the detailed feedback! Ye, the item selection problem happened many times to me too 😅 I'll try to fix it in the next patch.

Thank you for the feedback! Points 1 and 2 are now fixed, build is up :) regarding the items, relics cannot be repurchased right now; there was an error not displaying that info before, it's fixed now.

(i know it's kinda stupid to roll items that you already have in the shop pool but that's needed right otherwise you will end up with an empty shop at some point, since few relics are available right now :D)
About the artifact, make sure it's fully charged before using it, like this:

(this needs a more detailed explanation in-game, but that's true for almost every aspect of the game)

(1 edit)

Thanks for the feedback! That is kind of intended since you have more lives to survive, unlike a classic minesweeper game.