cute game with some light fun shmupping! i love the cute robot aesthetic
stellalumi
Creator of
Recent community posts
tokinko suffers from more than just weak spells but also the fact that her starting setup is just full of undefended holes: i.e. Spectre's centered queen can kill any butterfly on the left/right edge on round 1, and due to the lack of fortification on that side (lances can't defend well) they could probably go much further than that. I have a bunch of various cases where either the bishop/rook is vulnerable to an uncounterable 2 turn kill (which pretty much halves her offense for the rest of the game), or the enemy has a completely safe kill on the sides due to the lack of defenses there, but I'll list them some other time when I do more testing. since we're not supposed to change her main layout of pieces, i hope the spells are usable frequently enough that they can be a main part of her play.
1) "shield" - give a unit +1 hp
This sounds like something I'd just spam on Dragon Horse/King so they can go super aggro inside the enemy home space. As much as I think it's tokinko's only offense, i don't think placing more power on the rook/bishop is a good idea since currently beating tokinko really just boils down to taking down a bishop and a rook.
2) "dash attack" - make any unit move 4 steps forward, attacking if it lands on an enemy
i could see this somewhat useful for mid-late game where tokinko is mostly outranged on her regular units. it also depends on if it's a 4 tile move or a 4 tile teleport- the teleport could be nice for getting gold stars, but the regular move is much better for just general usability since there isn't a 2/3 tile blind spot which already exists on most of her towers anyways.
3) "promote" - activate a units "upgrade" without fulfilling the actual upgrade requirements
i really like this, the combination of this + unit capture would add a serious level of unpredictability to tokinko (which is good, i don't think there is a more predictable character atm). i'm just worried that due to the potential strength of this ability as well as the unit capture, it'll be gated by a serious blood cost (which makes the game around preventing tokinko from collecting blood, which is actually pretty easy because all her units are so immobile).
thanks for considering these balancing changes ^-^!
maybe tokinko's spells should be more akin to the actual drop rule? this would also help make needles much more useful since currently they are "use once" units.
i.e.
resummon last: consume blood to resummon the last friendly unit that died. if the spell is used multiple times, it just goes further back in the queue of "killed friendlies". units revert back to their pre-upgrade status when resummoned, and you cannot summon on the far 3 rows (or the shogi upgrade tiles, or the enemy home tiles. all the same thing) to prevent easy checkmates or instant promotion. might also make relic choice more interesting as you could also resummon killed relic units.
not sure what the second spell would be, but I wouldn't mind tweaking the silver star summon so that it can only summon near tokinko (and maybe at a cheaper blood cost too). this would add a bit more power/fortification to tokinko's own position since she has no escape mobility.
i know regn generally does not want to tweak tokinko/ancient king because of staying true to the original games, but would making tokinko more akin to shogi be worth pursuing?
wow, this game is really really fun and I've been thinking about it nonstop for the past few days.
i guess ill treat this as sort of as a general feedback thread, if puroseki doesn't mind:
found out that the "Summon Anything" spell from Nesting Bats seems to be a cause of desyncs. (i.e. user generates a Poison Storm, opponent sees 500 Points). I later took a deathblow by the "500 Points" doing a Poison Storm type of move which then proceeded to freeze the timer and the game, functionally.
i'm not great at normal chess either, and haven't played this game enough to really feel out a meta yet but just from immediate kneejerk reaction, united earth feels really, really strong: the artillery basically invalidates any non-center advances (except for some really wonky characters like Metonym who's capable of massive jumps anywhere), and to top it off they have a very formidable offense with FOUR battleships that are basically just queens but with +1 HP.
It's fair to say that other characters also have some seemingly "OP" or powerful setups but just to make one very similar comparison to show the power difference- Kristian Maria can struggle to protect her summoning circles for several waves with her somewhat mediocre pawns, which eventually will turn into 3 queen-like units that give her the edge to go on offense- compare this to UE starting off with an extremely fortified artillery defense and 4 tanky queen-like units at the very beginning of the match.
I've been taking a huge liking to Tokinko and probably play her the most (against CPUs mostly, because I only have a couple of friends I've showed this game to). She seems to really really lack mobility or even the capability to protect her own units.
- At the beginning you need to move the gold/silver stars forward right away to be able to fortify from any immediate center attacks. This is basically the only form of fortification I can think of that Tokinko has access to. Her bishop side is also a free kill spot because unlike the Rook, the Bishop can't immediately move to fortify the front line, it can only go for the early Dragon Horse (which as I'll say later is basically her only built in offense).
- The needles are never in a good position to do anything useful. At best they work as a game of chicken in a Tokinko mirror match but at that point you're just playing shogi anyways. They can't even really contest against a Piercing Sword which frankly seems like the only use I have for it. They do allow for the butterfly in front of them to advance a lot more dangerously but in general there's just not enough things in front of the needle for it to be useful.
- You basically only have a bishop and a rook for offense and if you lose them then you are just screwed to basically pawns and slightly better pawns. Which by the way, are difficult to actually upgrade into gold stars because they are easily the weakest pawns in the game with just 1 option for well, doing anything. They are much easier to get their upgrade state compared to Chess pawns, but frankly a gold star in a place the opponent has probably already yielded control over is not going to swing the game.
- Almost all the games I've won with Tokinko were carried by Nesting Bats or Gaia Bloom. She just doesn't have the mobility it takes to contest against faster, stronger units and her starting setup is full of really shallow holes that can be poked by anyone going on offense. I basically have to try to go full offense with my relic in order to make the game work. Sometimes I'm able to get a 2 turn Dragon Horse but frankly even that doesn't do much compared to say, a Gaia Head. The options I see myself having boil down to: attempt to get an early Dragon Horse, attempt to 3 turn win with Gaia Head, or "play normally" and probably get screwed by their offense. Both of the former options are extremely predictable since they are Tokinko's only offensive options, so against anyone who's played more than a few games against Tokinko she has no choice but to go on a rather miserable defense.
- The only time I'm able to play the game "normally" is against simpler chess-like characters such as Jupiter or King, but even King has twice as many rooks and bishops and Jupiter has tanky rooks able to slam right into your "fortified" defense without any form of counter. That's if I don't get 3-turned by a Gaia Head or a Poison Ghost or something.
- I need to play more games to see how I feel about Tokinko's summoning spells. They seem like they have the potential to be really powerful, but frankly the units are so lackluster that they can only really go up against units with blind spots right in front of them or other pawn-like units. They might be an option to fortify existing defenses but by the time you gather enough blood to use them, the enemy has probably already nabbed a bunch of your units in your blind spot. Not to mention, it seems that all spell summons either just don't upgrade at all, or they do so with a multiple turn delay. I've had a few Jupiter Waves just never transform into a Jupiter Star and get stuck at the top for the rest of the game, and the same happens with the Butterflies/Silver Stars I'm able to summon with Tokinko.
but uh yeah. sorry for the balance rant. i really love the game so far and it's so quirky and nice. definitely needs a "go back" button in places though.
https://crowdforge.io/jams/timdred-jam
Tim set this up last night. It's super helpful.
An amazingly hellish platformer, with puzzle-precision platforming difficulty, and an atmosphere that truly is deserving of the title "Hell". Every time I died, the bassy drop followed by the laughter of demons galvanized my resolve to just try one more time, so that I might land that jump or avoid that obstacle. This game primes itself with simple, palatable mechanics that turn out to be surprisingly difficult and rageworthy in practice. As a beta tester, I highly recommend playing this game.
interesting concept, but I got really frustrated accidentally jumping into the electrical wires since the jump button is right next to the puzzle button. I think the slime thing near the button was unnecessary, as some of the traps are dangerous enough. Plus, if the slime is in the wrong position and you get a rocket, it becomes an unavoidable death. The objective wasn't too clear, but once I got the hang of it (inputting code until I got one right while dodging hazards), it seems like it could be really fun with some tweaks.
Hey there! It seems that your game can't play without a very critical OpenAL32.dll. Luckily, as a MonoGame developer I have a copy always handy. Place this next to the game executable to be able to run the game.
OpenAL32.dll: https://drive.google.com/open?id=1bCeAz5fdDOM9KLeS2R_ksum-cO7ZecXF
If you don't trust my link, that's okay, you can go to https://www.openal.org/downloads/ to install OpenAL on your computer.
Hey there! Most people aren't able to immediately play Scratch 2 project files, so I've ported the game to SWF and EXE to assist other people.
For porting SB2 to SWF I used https://junebeetle.github.io/converter/.
For porting SWF to EXE I used http://swftools.sourceforge.net/swf-to-exe.html.
Ouroboroll SWF: https://drive.google.com/open?id=11WctjnLS93bH15R8iOrTr8NR0BMBvNkX
Ouroboroll EXE: https://drive.google.com/open?id=1bCeyKQ5l6oXV8DHxjp6GxEYT6RX4_f9j
If you're skeptical of my builds, you can build it yourself using the tools I linked.