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Powerdive Games

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A member registered Aug 30, 2018 · View creator page →

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I appreciate the feedback!  The bar was meant to represent the number of cards left in the deck, and I was split 50-50 on whether I should end the floor when you get all the cards out of your deck or when you play the last card.  I ended up going with playing all cards and adding the "storing" system as a compromise.  I'm working on a post-jam version, and I'll definitely try ending the floor after all cards are removed from the deck.  I do think that could solve some of the issues of being stuck with all "take damage" cards when at low health.

Lower levels do actually have unique misfortune cards, but they still have a chance of being rerolled as misfortunes from lower floors.  Plus, you keep those lower floor misfortunes in your deck, which dilutes it more.  I'll definitely look into making each level feel more unique!  Your suggestion about different sounds for each level is a good one, and something I definitely would have done if this wasn't a jam game.  The post jam version will definitely do this.

Thanks a ton!  I appreciate all the suggestions.  I'll definitely be changing the shop sound, don't want to scare any cats!

Thank you!  I've submitted the jam version to Catalog and if accepted I'll definitely flesh it out more!

Thank you!

Sorry to hear that.  There's no instructions in english, but I can give a brief summary to hopefully help you enjoy the game more.  You can draw a line on the grid by pressing A and using the d-pad.  The line can only connect to tiles of the same type, and can turn, but can't loop over itself.  Press A again to remove the line of tiles. If you're targeting an animal tile, that animal takes 1 damage for each tile removed, minus one.  Removing tiles also causes the animals to attack, and you take one damage.  Empty tiles don't deal any damage, but can be removed if they're in your way.  Each animal has 6 HP, and dealing enough damage to kill it gives you a point, turns all its remaining tiles to empty tiles, and heals you two HP.  It's then replaced by a new animal at full HP.  The goal is to survive as long as possible.
I hope that helps you enjoy Pahtkest!

Thank you! Glad to hear you enjoyed it.

Very cool idea!  I'm not sure why but I wasn't able to get it to work- it seemed like it wasn't getting my crank input (unless I was doing something wrong).  Still, very cool idea for a minigame collection, I wish I was able to play it properly!

This was a fun entry!  I'm honestly not very good at normal sokoban, but this had a fun twist on that ruleset.  I have only two main complaints that compounded on each other and led to me not finishing the game- first, is that it's really hard to compare snowball sizes.  If I'm looking at two static snowballs it's fine, but I had a lot of trouble with things like "If I push this snowball three spaces, will it be bigger than this other snowball?  Considering snowball size is such an important part of victory in this game, that really held me back from solving puzzles.  The other big issue I had was the lack of an undo system- and I get it.  It's kind of a daunting thing to add in a game jam game.  But between being unable to tell the exact size of each snowball and having to restart after every mistake, I found it hard to play more than a handful of puzzles.  Still I appreciated the twists I did see- the fire was a fun dual-purpose puzzle mechanic, and I think the puzzles were well designed.  I think this game has a lot of potential once some of the quality of life issues are fixed!

Thank you!  To the best of my knowledge I invented it.

odd! I'll definitely take a look.  Thanks for letting me know.

I didn't find it frustrating! I actually found some of the jankiness a bit charming, if I'm being honest.  Even though it was unintuitive at first, it was still interesting to figure out the rules!

A really charming entry!  The cutscenes and characters were a huge plus for me, and I loved the writing.  The gameplay was also interesting.  I appreciated how nearly every level introduced some new mechanic or put a spin on an existing one- and there are a *lot* of levels.  Maybe too many.  Actually, almost certainly too many.   That's my main criticism of the game actually- most of the levels feel like the first thing that came to mind- understandable in a game jam, but man, some of them are *really* tedious.  The timed maze level where you find out you were supposed to grab the 1 in the maze, not the 3 dummy!  Why would you get the 3!  The  level where you... very... slowly... go... through... spike... ball... hallway.  Four times.  And the level that finally made me quit, where you have to wait for sets of lasers as you slowly crawl up a long hallway- then back down again, which my frayed patience simply couldn't get through.  I'll probably come back to the game when I'm feeling more up to it, but these a lot of these levels felt this way, which was sad, because a lot of the mechanics were super interesting- putting numbers in countdown timers, disjointed solution panels, and panels that modify your character's stats (like the level where you change your speed) were all super interesting concepts, and honestly I'd love to see it explored more.  I feel like there's a ton you could do with the idea.

An interesting story focused game.  Not usually my thing, but I enjoyed my brief time with it.  The light-collecting aspect of the game was a good take on the theme, although it could really lead to a bit of a vicious cycle, especially in later levels, where because you couldn't see very far it was impossible to find more light.  This was also the reason I didn't really use the time-stop ability; I felt my vision of the level was more valuable than making obstacles easier to avoid.  Some of the later levels seemed to give you very little light to work with and many obstacles, and I'm not sure how I would even go about using the time stop effectively in those levels considering the lack of light pickups.  Also, I know it's standard that pulp games require a press for each move but I would have liked the ability to hold a direction to keep moving.  Still, I think the writing was pretty good and I enjoyed the story of the game.  It's always fun to see what gets made in pulp, and even if this doesn't break the general pulp vibe like some games do it's a fun and unique experience in its own right.

Thank you!  I think a future version would have the misfortunes be the same four on each floor, but I didn't have enough ideas to make that many (although in hindsight I got kinda close).  I'm definitely considering a catalog version with some more polish and more card variety!

A fun little arcade game!  I'm not very good at it, only got a score of 300 after a few runs.  The graphics are quite nice, although I feel like the fish don't quite match the rest of the visual style.  Music is nice too, but... 8 MB?! Gotta compress that audio more!  I appreciated the little minigames that popped up, but it was a bit frustrating that the two types of minigame had completely different control styles, and sometimes I'd fail the minigame before I even parsed what I was supposed to be doing (they look quite similar).  Personally, I'd either remove/greatly extend the timer to fail (you're already incentivized to catch fish quickly due to the overall timer) or pick one type of minigame and stick to it.  It was especially annoying to fail the cranking minigame and then have my claw go shooting up to the top of the screen since I'm still cranking.

Still, it's a fun arcade game and it's a good fit for the system!

Very fun puzzle platformer!  Besides the lag between screens I didn't experience too many issues, although some of the level design felt a bit frustrating at times.  It can feel a bit stiff at times too, since your horizontal speed (or vertical speed) is completely locked when magnet-ing. Definitely has some interesting movement that I'd love to see explored more.  Particularly, I'd love to be able to point the magnet down and shoot myself into the air with b.   The metroidvania-esque level design was also interesting, although I wasn't as much a fan of having to guess when a metal platform existed on the screen above me.  Maybe some sort of indicator could be nice.  I think  if the movement was loosened up a bit and a few more mechanics were added it could be a really compelling game!

An interesting puzzle platformer!  I'll admit that it's a bit janky, but I did appreciate that this game embraces its jank for the sake of puzzle design.  That meant that some levels were *really* unintuitive to solve, but once I understood the mechanics of the ice blocks and how they worked things did click a bit.  Some of that jank did bleed into making some puzzle solutions a little bit annoying to actually execute, but I was able to complete the whole game.  I'd definitely be interested in seeing an expanded version of this game with more mechanics!

It's a pretty small experience, but I think it knows what it wants to be and does it well enough.  I would have liked to maybe have the game get a bit harder as it went on- perhaps having the nut travel in more erratic patterns as the game goes on, because as it stands it's pretty easy to play indefinitely.  I scored 142 before I got tired of cranking.  The music can get a little grating after a long time playing, but I'm still glad it's there.  Overall, a small game with a fun use of the crank.  Why not!

no plans for a sequel at the moment, haha.  I'm glad you enjoyed it enough to want one though!

that's the end!

Thanks! I hope you enjoy it!

Pahtkest has no english text- the language is a constructed language unique to this game.  It should be translatable if that's something that interests you, but it's not necessary to understand the language to play the game.  In fact, my goal is that not understanding the language makes it a bit more charming and unique!

Thank you so much for playing!

Thanks for picking it up, I hope you're enjoying it!  The artstyle definitely limited what the cards look like, although as the value of the card is the only feature you really need to be able to parse I felt the minimalist look worked best.  I can certainly experiment with some pips on the cards though!  If any of my experiments pan out I'll push an update with them.

Sorry you're having issues with the game!  The card pool is two decks shuffled together, so it should be somewhat unlikely to get 7 of the same card, but randomness is randomness and it's always possible.  Cards are shuffled back into the combined deck immediately after submitting them, so that can definitely lead to a run of the same value.

I can certainly understand the confusion with Jokers.  They can have any card played on them but can't be played on any card (except other jokers).  It does make the game easier if you're good at managing your jokers- they tend to be used mostly as the base of new piles, but they also allow some additional freedom to move stacks around you don't get in normal mode.  I tried the more intuitive version of the joker but that lead to games that were far too easy.

It doesn't exactly fix the issue you have with getting multiples of a certain suite, but if you would prefer an experience with less RNG I would recommend inverse mode.  It's harder than classic in my opinion, but it offers an experience that features a lot more planning ahead.

Gold is just an indication of points

Hope you're enjoying it!  I've officially stopped development of new features on the game after the most recent patch and moved on to other projects, so I don't think a local leaderboard is something I'd likely be able to add.  That being said, if sometime in the future I'm between projects and want to work on something small I may add it, so it's not out of the question!

Thank you!

Thank you!  I'm glad you enjoyed it!

There isn't a way to replay the tutorial at the moment, but I can look into adding an option.  In terms of a lose condition, the game ends after 10 turns (although you can extend this with many cards).  If you're asking whether there's a specific "lose" situation, there isn't particularly- the goal is just to get as high of a score as you can, both to unlock new decks and compete with others, once the full version comes out.

I'm glad to hear it, and I'm excited to compete with you on the leaderboards once the full version releases!

Thank you!  I've been having some difficulties with expanding the dictionary (there's enough going on in the game that the playdate takes quite a while searching through a larger dictionary) but I've been given a few suggestions on how to address this that I'm looking into.  I'm glad you have enjoyed your time with it!

No, it's the normal black and white on-device.

I don't think I want that for brutal mode but I'm not opposed to that idea for normal mode!  Might help people learn the dictionary.  I'll look into it, thanks!

I'm glad you're enjoying it!  I got the dictionary from an external resource and I agree, it's very limited when it comes to more "slang" words.  I've been looking into an alternative but haven't found the right one yet.  Thank you for playing!

Thank you!

I'm glad you're enjoying it!  I know there was some issues with that relic before and I made some changes in the latest version that I believe fixed it.  Are you on the latest version (1.2)?

This is a fun solitaire variant!  It took a bit to figure out the best way to play but once I did I found myself enjoying it a lot.  

My one complaint is a small thing about the rules of this version of solitaire.  Part of what I think makes solitaire so compelling is the feeling of organizing something that was once chaotic, and one of the most satisfying feelings is when you complete a pile.  This version of the rules, however, discourages you from actually finishing a pile until you're nearly done with the game, as once you make a pile you can no longer use it as a place to invert cards.  It could be nice to have an "easy mode" where players can still use these completed piles as spaces to invert.

Otherwise, the game is solid!  I like the retro computing aesthetic and the music is solid.  This version of solitaire takes a decent amount of brain power and planning so it's not always a "chill out" sort of game, but when I'm in the mood for a quick brainteaser it certainly satisfies.

You can intentionally play letters that don't make a word to get cards out of your hand, and that usually helps when you have too many consonants or vowels to make a word.  Also I'm sorry for spreading insect misinfo, but it looked cooler with two sets of antennae (not supposed to be legs)

Thank you for playing, and I'm glad you're enjoying the game!  The run does save to an extent when closing the game, although the exact state of the battle you're in is not saved so it's best to stop playing a run right at the start of a battle.

In terms of the freezing, the list of words is pretty extensive, especially for longer words, and it does take some time to search through them all.  I've done what I can to lower the time this takes but due to the limits of the device the search does still take time.  Luckily it's never more than a few seconds (you should have seen how bad it was when I first started working on the project!) so hopefully it's bearable.

I appreciate your feedback and hope you continue to enjoy your time with Rendsword!