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Scribhneoir

25
Posts
4
Topics
4
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A member registered Oct 23, 2020 · View creator page →

Creator of

Recent community posts

Haha thank you; YOU ROCK TOO! I’m working on patching that bug (among others) in a refactor; I hope to continue working towards a polished version that will be worth playing for hours. Thanks for the feedback!

Wow, thank you for leaving such an honoring comment! I am looking forward to getting that menu fixed!

Thank you for taking the time to play! Your deck persists if you win, and reverts back to the last persisted state if you die. I think some proper messaging and animations would help with clarity here.

I definitely think the game needs more balancing, but it will likely be focused at the card level. The decks you play against won’t be randomly generated in the future, but will instead be the decks that other players have built by playing the game themselves. Cards in your hand map 1:1 with a crypt. For this reason, I don’t think I intend to add anything that will pre-run the deck to ensure it is winnable. The balance between winning and losing against other players is important to the overall concept in my mind.

All that to say I agree in a single-player concept this is a problem but hopefully the multiplayer context will alleviate this.

Thank you again for leaving such thoughtful feedback!

I’m glad you enjoyed the concept! After you win the tutorial, if you click on “Again!” the dungeon will be randomly generated from a larger pool of cards, and you keep your hand from the tutorial. I don’t think my UI communicated this well at all; It is a popular point of confusion.

As for the brewing UI, you make a good point! I will work on finding a way to make the cards and event more visible; brewing should feel really cool to the player.

This was all fantastic feedback. Thank you!

Thank you! I intend to get it to a polished place once the judging is all over. I completely agree with you; the rocks make handling cards tedious. I plan to move them into an infinite rock pile instead of them sitting in the player’s hand. Hopefully that will improve UX.

That is very high praise; Munchkin is a great game! Thank you for playing and taking the time to comment on it.

That makes a lot of sense! I think I am going to try removing the turn requirement for drinking potions and picking up loot. A few other players have brought up similar experiences; its certainly not an edge case.

Thank you so much! I absolutely plan to continue expanding this project, including getting that bug fixed.

Thank you so much for taking the time to provide feedback! Just out of curiosity, did you enjoy the experimentation / learning curve, or did it feel frustrating? I would like to continue dialing in the balance between discovery and player comfort

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Hey thank you so much for your feedback! Tossing rocks should decrease the monster’s health (the hearts at the bottom of the card) down by one. The first monster should be defeated by throwing three rock cards. I will brainstorm ways to make this clearer to players. Thanks again for your help!

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Thanks again for your critique! The insight was super valuable!

Ayyyyy thank you for taking the time to play!

HERE, HAVE MORE!

Thank you for giving it a go! I will add the multi-death bug to my issue tracker.

Thank you very much!

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Your game has the JUICE! Lovely player feedback; it feels amazing to whip projectiles back at your enemies and the screenshake is a nice touch. Everything squashes and stretches. I could waste a lot of time playing this one!

This game drips with style! I love the 2 bit aesthetic, and the writing is fun and cheeky. Your palette choice was excellent; I felt like I was playing an old hypercard game. I can’t wait to see where you take this!

I am using Arc on a Apple silicon Mac. Arc is based on Google Chrome / Chromium.

The art and sound design are super cool (especially the death animations)! I unfortunately was unable to make it past the wall-jumping section (the game would freeze). The controls and combat are fun! I was impressed by how natural the enemy AI felt; thats hard to squeeze into a two week game jam. Awesome work!

This game has so much character! I really enjoyed its sense of humor, art style, and music. I appreciated the tutorial was included as the opening section of the game. Mechanics were taught very naturally.

My biggest feature suggestion would be to add a way to clear an entry from your notebook. There were times where I was putting symbols in the wrong spot and wanted to set the circle to blank once I realized my mistake. As far as I could tell, there isn’t a way to do this.

Great job and keep making stuff!

CryptDeck community · Created a new topic feature requests

I am hoping to continue adding to and tweaking CryptDeck for the foreseeable future. While the first “feature” post jam will likely be a large refactoring (now that the game’s systems are better defined), I am open to any ideas you might have for the game. If I like your idea enough, I might just steal it!

CryptDeck community · Created a new topic bugs

CryptDeck is a mess of spaghetti code; for this I would like to apologize. If you have any bugs to report, feel free to leave a description here and I will link it to a Github issue. The more descriptive you can be on how to reproduce the bug, the easier it will be for me to triage. Thank you so much for your help!

CryptDeck community · Created a new topic feedback

This game was developed in two weeks for the Pirate Software 2024 Game Jam. It has a lot of room to grow, so any constructive feedback is welcome!

CryptDeck community · Created a new topic general

Welcome to CryptDeck! Feel free to discuss the game with other players or just say hi!