Green has sick combos. My army of Slakings is ready!!!
Tea Follet
Creator of
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The game is fascinating. It's really close to a pokemon experience and you can tell that the dev loves pkmn. There are many combos and ways to optimize. I wish the game was less grindy and the tributing mechanique was more detailed. But in a way, it is true to the pokemon experience haha
Few things I wish I knew earlier when playing the game:
- trees have no cost, even when holding a glyph
- the upsides given by a tribute are not related to the tributed pkmn
- Lucky glyph is so good it's worth giving to any pokemon, and especially to trees/rocks.
Really cool game! I especially like the shield tile that stays additional turns. It's cleaver to make it so that it can stay even till next round. Also, the way you handled deck thinning is quite interesting since you cannot control which tiles are going (black merchant).
★★★★★
I don't love the music though. Would deserve to be a little more punchy or something idk
Jasper is a little crazy broken ahah. I could beat every level up to the 20th in one turn each time with Jasper + Velrach. His attacks would deal 40 + 8× held mana (deal up to 64 dmg). Also since I only played Velrach with Jasper, my enemies only had red mana so I had essentially infinite mana. Could not have lost in a million years.
Still, I really enjoyed the game! Spent hours with these simple but fun game mechaniques. Would love the project to be extended. Especially like the dynamic between burn and poison damage.
I got the game to crash after beating level 48 hahaha
The strat is as follows:
- ignore speed
- boost defense so it's always way above your opponent's strongest attack
- only increase 1 attack face and make it equal/above to your opponent's lowest defense
That build makes you immune to enemy attack while your enemy is destined to a certain death.
Nice game idea. Congrats for the game jam. It's a concept that I could see to be extended. Definitely has potential :D
The game is a lot of fun! Believe me or not, it does remind me of moments when I was climbing haha. I especially like that the gameplay naturally unfolds from the physics of the game. Congrats!
I'd suggest to make the cursor more visible though. I often happened to be searching my cursor, which was quite frustrating in tense moments. I personally felt the need to change the css of the canvas with "cursor: crosshair;".
Really cool game! Everything is so polished!
I was initially quite frustrated by the fact it played automatically, but actually, it just focuses the gameplay on the deckbuiling aspect of card games (and it's great!)
I'm a big fan of the Weaver's stalling strategies and the super aggressive Henry (managed to 1 turn kill every opponent at the end). It's really nice that every win condition can come up in a clash (except maybe for decking out).
Good job team!
I had exactyl the same strategy!
Double freeze, double 9 bullets, double next attack bounces, with special ability that makes bouncing bullets pierce.
I only made it to lv 26 though, I got hit thrice because I froze just a tiny bit too late.
I'm really surprised someone came up with the exact same combo.
I tried to stick to NES colours but maybe the palette I used was wrong haha.I admit I cheated for the platforms and spikes, I used invalid colours.
I'm glad you liked my title screen/volcano. You can use them of course, but don't feel pressured or anything right. It's ok if you don't make a post-jam version. I just got carried away one afternoon lol.
Sure! Feel free to use it for a post-jam version, it would be an honour!
The lava isn't that threatening indeed except at the start of the level. That's what I tried to change for the most part. Here's a link of all the changes I made:
https://drive.google.com/drive/folders/14Oh0cmJ_DBR97t_NUhymqBSPmJyKYwFY?usp=sha...
There is a sheet for lava_speed and a folder containing a few slightly changed sprites.