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Poishiche

85
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A member registered Jun 01, 2018 · View creator page →

Creator of

Recent community posts

Very cute game ! Love the wobbly effect ! It's a bit frustrating to not see the whole screen while moving so slow but the game is very forgiving so it's alright.

That's great to hear !
Thanks a lot for playing all the way and for all your feedback, you helped me improve the experience even further, I really appreciate it !

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I've updated the game to 0.0.10 !
There's now a pop up on turn 2 of the first real fight reminding you that you can attack with multiple assistants.

Some of the debuff cards of the first fight were replaced to prevent the fight from dragging for too long.

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Thanks a lot for your feedback ! You're not the first who didn't know you can attack with more than one assistant at a time. I tried to get more emphasis on it in the tutorial but it wasn't enough visibly.

Did you try out the second part of the tutorial with the cauldron mechanic ? The game is supposed to be played like that so the first real fight can get a bit stale since there's a mechanic missing.

I'm not totally seduced by the pumpkin mechanic either but even if it's not super engaging it works with the rest of the system so I keep it for lack of anything better.

The roster for the first fight can make the fight drag pretty long, I'll try to adjust it to prevent having these long fights. Fun fact, if you know what you're doing, you can easily win this fight "turn 4" making it only last 30 seconds. But it might be pretty hard to see for new players.

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I've recently released the DEMO of my Point & Click x Card Game "Cauldron Caution"https://poishiche.itch.io/cauldron-caution

I've seen people have some trouble on the first challenge and was wondering if it was due to the tutorial not being good enough. As tutorials are a hard thing to get right without an exterior eye, I would welcome any feedback on it to improve it !

The tutorial is divided in 2 parts and ends after the introduction of the Cauldron mechanic.

Specific questions I would like answered:

  • Is the tutorial too long ? Was there too much dialogue ?
  • Were there any unclear indication ?
  • Were there any rules you forgot after finishing it ?
  • Was the first challenge too hard ? (First fight after the tutorial)
  • Were there too much info to digest at once from time to time ?


I also welcome some feedback on more general questions unrelated to the tutorial :

  • Was the game fun ? Would you buy it ?
  • Was the pacing good ?
  • Was the game difficulty adequate ?
  • Were there any parts or mechanics you disliked ?

Hex & Tricks is a story-driven card game with lots of puzzles !

Explore a strange witch world and summon little monsters while cooking weird ingredients to trigger special effects with the magic cauldron.

Project page :  https://poishiche.itch.io/hex-tricks





Hello ! I didn't use LootLocker, most of the text is font except for the title screen and it was more a time issue. The restart issue is due to a new system I implemented but I forgot to reset the variables on restart. You can replay the game normaly you just have to reload the page each time you die.

Yeah I'm pretty upset that I didn't see that earlier but at least it's not that big of a problem. I'm very glad you liked the game !

I felt like implementing more than the current 4 enemies was a bit too much and I unfortunately didn't have time to implement the other mechanics I wanted. 

I found the problem I can't upload the fix yet because of the jam but I'll do it later.

Thanks a lot for all the compliments ! Unfortunately the leaderboard will save your name only if your registered it before playing, I didn't have time to fix that. But I'll put your score manually no problem !

And wow what a highscore do you have !

Nothing spawns after reload ?
I never encountered that.
That's really weird I don't know what could cause it.

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Thanks for the feedback. The game is indeed a bit buggy when one of your heroes die. Also thanks for telling me about the "DMG" stuff, I'm french and I didn't remember that it was a convention.

Thanks !
I never do GM nor D&D but on other ttrpgs I played our GM always roll all the dices (players and enemies) so I took that as a generality. x)

Thanks a lot ! I had plan harder effects for the healer like "only heal on a odd number". But I thought it would be too confusing for the jam so instead I made him pretty bland to ensure that everyone could at least see the end of the 1st campaign.

It tends to bug if you do the tuto then the campaign but if you actualize the browser it usually works fine.

Really dynamic and it feels great to throw all this dices away. 

I don't think you can pay much attention to which face to aim for since all are attacks anyway and it's not really readable in the middle of the action. Maybe if the faces had different colors it would have been clearer ?

I don't blame you I skip tutorial all the time xD

Little edit !
I played the game on chrome initially but upon playing it on firefox it was way more fast and enjoyable !
I don't have webgl on chrome so it must be the problem.
The roll menu still could be a bit faster but it's no big issue like I thought it was !
Great entry !

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There's indeed no point in not putting the healing to max and enemy damage to min but you still have to remember to do it and with the timer there's sometimes misplays on those. Plus, in the 2nd campaign some enemies have abilities that do more damage if they have low dices like : "18-TOTAL DAM" so you have to read carefully and not put every enemy dice to low score.
The first campaign only have simple effects because I didn't want people to be confused but unfortunately the 2nd campaign is a bit buggy so you can't enjoy the game at its best.
Thank you for your idea it's a nice design but I think that it would have been too many mechanics for a jam game.

Tried it on Firefox instead of chrome and it works just fine ! My chrome don't have webgl so that must be the problem so no worries ! :)

It has nice polish elements but the rolls between fights are a bit too slow and gets in the way of the overall dynamic.

Pretty unfair for the other participants to compete against such masterpiece.

Thank you very much ! 

The game is really intuitive apart from the shooting where you don't really know why you hit your target or not.
The interface is magnificent work !

The presentation is really nice and the puzzles are interesting ! 
With puzzle game you often want to avoid unnecessary input unlike your game where there's no point in not rolling all the dice at the start or clicking on the key then the door to open it.
Overall it's still a strong entry ! Good job !

It's a bit confusing at the start but once you get the hang of it, it can get pretty fun !

Even though I didn't have to do anything during fights I felt really engaged in them ! Especially the last one where my first fighter beat the last boss one on one with 1 heart left !

Didn't expect a golf game to match with the theme but this surely works !
Sometimes my ball get I think it has something to do with the fact it's going to fast but it feels a bit arbitrary on some occasions.

Très sympa comme puzzle game. Les dés ne sont pas vraiment des dés puisque leur face augmente toujours de 1 point peu importe la direction tournée mais c'est un bon compromis pour éviter le trop peu d'information donnée au joueur.

Pretty nice game ! Although for me the enemies get invisible is it normal ?

It's pretty addictive, I made it all the way to the queens ! Thinking about killing enemies or taking trades was pretty clever but I didn't really see the point of using the lock.

Thank you very much ! I learned that on jams focusing on the UI usually pays off pretty well. :)

Really creative mechanic ! Unfortunately it's a bit hard to replay because of the slow pace at the start.

Thanks a lot ! You can see the HP of the fighters during dice choice by scrolling with the mouse wheel if that's what you mean. :)

Thanks for your feedback ! There will be a new version posted in a week or so with sounds and polishing.

Thanks for your feedback ! You're right there's lot to fix especially things tutorial related. Another version will be created after the jam.

I thought of the puzzles outside the 3h on paper. Once I coded the main mechanics I only had to to put my puzzle designs into the game which is pretty quick.

Thanks ! Sheeps stacking is part of the difficulty forcing you to restart the level with "R" if you're too careless with your positionning.

You can restart the level with R, it's sometimes necessary.