Thanks a lot!
psyphy3
Creator of
Recent community posts
Hey, thankyou, the imperfections other than the color tints are made more subtle to make it challenging. Although the imperfections in the first round are easier. The defects in the first round are mainly visual, like holes/tears in the card, card flashing randomly (you may have to wait for this), part of card getting cut off (check the borders of the card), etc. And the last one at midnight in round 1 needs you to interact with the cards. Also, if you haven't noticed, there's a small 'hints' button on the top right if you are feeling confused. Thanks a lot for the feedback. Since I don't have anyone to playtest, it's hard to balance the difficulties. I hope you give it another try.
Hey, thanks a lot! Did you check the hints? For the second level, you just need to know the actual colors of each symbol (hearts=red, clubs=black, etc) in a playing card, and the fact that cards will have same number of symbols as it's value. If you mean the last one in the second round, 'give it a shake', that's all i can say ;)
Pretty simple top down game where you collect coins and some clock to regain time. The gameplay is polished. Maybe reduce the speed of the character a little bit, because sometime it's hard to control. Also, you could try adding some mechanics and more powerups to make it more interesting! The artstyle is consistent, and sound also matches. Why portrait mode though?
Thank you for the tips. The render pipeline itself is fine I think. It has to do with some features I used which doesn't support very well in webgl. And honestly, now I don't really want to spend so much time fixing it. In the end, these web optimisation skills are of no use, right? since most of us will be publishing our actual game on steam, and not on web.
Nice little platforming game with cute graphics. I liked the comic like drawings used to represent the story. Just a quality of life suggestion: You should add a way to exit out of the game. Right now, I have to manually minimise and close. Maybe assign escape key to trigger quit, or make a pause screen with quit option.
Yeah, I tried a lot to make it work in web. Sadly all the shaders I wrote for the card effects break on web export with godot. I couldn't find a way to make it work with the limited time. I should've tested the game on web right from the start so that I could've designed it in a way that it works on web.