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RomanQrr

25
Posts
A member registered Jun 30, 2017

Recent community posts

Groove Oracle is not the weakest hero to play. Their x3 card is garbage at the start, but getting some Adrenaline and Overextends with some Midnight Oil to burn can work really well. You just need to get a bit of defense with cards like Butter Magic and Stoic and "heal 5, trash" so you can survive. And because of their inbuilt healing, anemic as it is, they need much less defense than most. Add some Planned Moves and some Asteroids and you have a good bid to win.

Polyrhythm x3 was also due to Carnival Carry. When you play the same card twice because of his effect, even if the card says Trash, the second copy will not be trashed and will move to the back of the deck.

Be the asteroid, end your opponents instead.

The order is random, you just got unlucky.

You need to prioritize landing as many hits as you can in the first few turns, then finishing it off with some unblockable irreducible damage. Take as many spins, fire strikes, Adrenaline, and rollerblades relics as you can for the first part, look for Planned Moves, Asteroids, Mirrors, dancing shoes relics, and (in a pinch) corset relics. Failing that look for big attack cards, Moonwalks, and Muscle Shirt relics.


Moreover, even if you build correctly you can be easily shut down by opponent playing Butter Magic or Mirror. Don't worry, it's a normal part of playing this hero.


And no, strength going negative is an intended behaviour, just like in Slay the Spire.

I've spent way too much time in this game for how buggy and unbalanced it is. There are heroes that can pretty much build whatever and win nonetheless. There are heroes whose gameplay boil down to "will I get decent enough cards and relics or will I die", where your correct choices don't matter. There are enemies that can deal 30+ damage turn 1. There are enemies that deck themselves out regardless of what you do.  Mirroring the asteroid is just as satisfying as it it aggravating when it's done to you. And Scorching Sylph can start the clash with 3 pirouettes at the front hitting for 6 damage total and subsequently die, or she can build up infinite dodge, pelt her opponent with a couple unblockable 15 damage asteroids, then, if that hasn't been enough, hit with the same 3 pirouettes a couple of turns later for 10+ damage.

I love this game. Just don't forget to get some butter.

Your cards play several times because you are fighting against the clown and their power is bugged to affect both players.

Shock does work at times. I've seen it work exactly once against the dancer with the deck sort power. Didn't work the very next time in that same clash, nor any other time, but it did work once.

Tired new version. Love it.

Bad points first.

  • Might just be my bad memory, but I it felt like the jump was a bit lower than it was in v0.2.x, which is actually not bad, but it felt like a few locations I should reach I couldn't until I get more dashes. 
  • Default player attack is small, so I keep running into the tentacles when trying to line it up, and it hits in a shallow line, so jump attacks miss often. Circular all around attack is better, but kinda difficult to do and messes with my dash accuracy. 
  • Really want a dash-attack, either one to pierce through the enemies and keep going or one to bounce off the enemies without doing damage, but using one of the dashes. 
  • Some of the dashes are pretty tight, especially in the orange location. I would like a cardinal direction dash because mouse aiming is never completely horizontal. 
  • Sexy time animations of v0.3.x are not really my cup of tea, though I'm sure you'll introduce other aspects common in your artworks in later updates. 
  • Map begs to have either a Tab or M as it's hotkey. 
  • Game is starting to get big enough to warrant a save system. Especially one that will allow players to bring progress from earlier versions forward. I think I did the starting zone a whopping 7 times already.

Good parts:

  • Getting more and more dashes from bosses is fire. Creates the natural "hyper beam" moment, where annoying spikes become a myth of the past and so does floor. Maybe a few more options to hold in mid air and your platforming alone would be good enough to carry the game on it's own, as long as level design isn't completely bad (which it currently isn't, but does tend towards hostile towards the player). 
  • Fountain system is really cool and you clearly have a feel for where to put warp points without them. 
  • Gigantic tentacle boss is really cool and (ignoring the problem with player attacks I described prior) enjoyable to fight even on a single dash. 
  • And with the way you are developing the map, I'm guessing you are going to scale the bosses and levels to the lowest number of upgrades player can have and get there, while also giving an option for the players who struggle to go do other low level zones and come back stronger than intended. If so, that's fantastic design.

I want to preface this by saying these are the suggestions and not instructions you have to follow. I know you are an artist first and love your work, so please don't take this as me bashing what you already created.

I've not yet played the v0.2.2, but did play the v0.2.1. The platforming feels a bit... wack.  I think you simply add upwards momentum to the character when she jumps, but that means that as soon as she hits a ceiling she drops like a rock. It would be better if she stuck to the ceiling for however long it takes for her to reach the top of the jump ark, and then start gaining downward momentum, all while still being able to move left or right. Also not sure if you have a cap on the downwards momentum or not, but you should. And I'm also not sure if you have coyote time (a short period of time after walking (without jumping) off the ground when the jump is still usable), but even if you do it feels very short. And so the character feels like she's slipping off the edges. Which feels especially bad with one hit kill spikes everywhere. You should probably remove those, or at least make the "teleport to safety" animation faster.

I really love what you did already. My own projects never reached even this far, so the shear fact that you have a somewhat playable build of the game is a huge accomplishment! Good luck on creating more!

I do see this as something along the lines of "Cultist Simulator", but the lack of quality of life features really bring this game down.  The playspace becomes cluttered fast and it's not clear what you have to do starting form the very first part and getting more and more confusing as it goes on.

I'm pretty sure there is a game somewhere in the confusion. I will not be looking for it.

Not putting up an image for the game was a mistake. It's also a whole lot of things in your face all at once and none of them matter until you get to the research tab - that's a bad thing. Early stages of potion making are seemingly useless throwing away of money. Explores should not cost as much as travel. There should be one free explore. Needs some kind of feedback that you explored and found nothing. Needs some kind of confirmation that there is nothing else to find here.

I see real potential in this game. Don't give up. The first try is always bad.

Theme is done amazingly. The drawing system works reasonably well.

Needs something else. Some other aspect of a game that drawing sigils can help with. Waiting for the materia to go up doesn't count.

There were a lot of small things that I absolutely hated. If you are going to work on this after the jam, there needs to be an option to turn off the AI, there were a bunch of bugs like AI matching people who were already matched or gone, and more.

A decent submission.

This is good, but needs to either pause when story is presented to you or give way more time.

Funnily enough the best way to make points is to make the cats micro-bounce on the floor with minimum energy, because that reduces the distance between bounces and floor allows cats to retain more energy than collisions with other cats.

Needs mute button.

Otherwise awesome.

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Needs feedback from the game. Something like a bar that empties when you manually mine, and fills up over the cooldown.

The first manual mine needs to also trigger on click AND/OR needs something to draw attention to it in the first few seconds (red arrow with a circle should work).

Needs tooltips or some other way to show what the heck does each upgrade do.

Needs to work while not in focus.It's really bad for an idle game when it has to be at least somewhat on the screen in order to passively gain currency as it practically shuts down the entire monitor from active use.

Also yellow text on green background is evil. At least use a black shadow.

Good work so far.

This game is good. The theme is nicely utilized. A few visual bugs. A really nice original idea.

The few problems I have are that besides water you start with there are no other liquids, that game does get a bit repetitive without engaging the mind like the Red  Market, and that the upgrades should really be on the same screen as the resourses.

9/10, the second best game I tried so far.

I  wouldn't worry about making the optimal strategy. That's just the nature of the math model at the basis of the game. And not having such a strategy or making it too obtuse to find will be bad as well.

As I said in another comment, I will look at this game again from the perspective of it being an incremental instead of idle. Though I honestly feel that there is still merit in Idle games, but people are just getting lazy about making them, dropping in the simple patterns that were already proven to work. I feel that there needs to be some parallel progression that doesn't reset each other, with different time walls at different times so that you can play any of them, but not have to play any single one at any point.

That's a fair point. I'll take a look at it again tomorrow form that lens.

As of right now this is the best game I played this jam. The worst thing I can say about it is that it doesn't have a pause or an quickly unlocked auto mode for me to have an excuse to stop playing it. I've played this game for 30 minutes and I absolutely love it. 

While not being a traditional idle game, it does absolutely everything right, integrates the theme, game balance, interesting game situations, tension, and so on. And to boot when I thought it ran out of content it opened a new tab.

10/10, would gulag again.

An interesting concept. Wack balance.  Very slow.

I'm pretty sure I played another game last jam on this exact engine, numbers in the tiles included. And it seems that parts of that jam came back  in the form of the lighting mechanic. This does raise the question wherever or not this game was fully coded in the jam time, but that's not what's important.

What's important is that the concept fully integrates the theme and takes full advantage of it, but sadly can't deliver. After getting food you are never starved for the resources and the clunky controls make the completing the milestones in the blue building tedious.

Besides that there are serious bugs, from the softlock reported by fqwehgtui, to arrow keys moving the player (even though they are not supposed to).

Well done.

Not an idle game.

At first I thought that it's just another prestige tree, but as it turns out it's more of a Cultist Simulator. In fact it's exactly like Cultist simulator, but with numbers instead of cards. And development of this game as a narrative instead of eldritch horror.

I kinda like it. But it's not an idle game. And some ways the values affect each other are a bit confusing. The game becomes "try everything once, realize that you need to develop while having some energy, low hunger, and enough time, then find the one true strategy that you repeat at infinum". Haven't found anything buggy about it, so good job there.

Not an idle game/10

This is an extremely orthodox idle game. You played things like it. Replace particles going down with an upper limit of stone you have to gather and we get another clone of antimatter dimensions.

Still, despite theme not being realized, this is a well made game (especially given the time frame), with decent balance between wait and action. Manual stone generation is irrelevant after few initial clicks, and the 0th Serenity milestone is missing the word "stone", but I haven't yet found anything flat out wrong about this game.

Well done.

PS: waiting on progress to get the Length rating in. (why is that even a thing?)