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TheWolfCub

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A member registered Apr 09, 2024

Recent community posts

I have played this game and I've loved it, it's a weird combination of Die in The Dungeon and Peglin, both games I really enjoy, and it has come time to leave my feedback:

1) Some of the tiles are extremely weirdly described or lack information, an example being the "25% chance of dealing 5 damage", I always thought that this one was useless because I assumed that the remaining 75% was a "deal no damage", which makes it kinda bad, only now, after beating the game multiple times, I realize that the last 75% was a "deal 1 damage". Another example is the "earthquake tile", reading "when placed causes an earthquake that moves all tiles", I was expecting all the tiles to move in a random direction, which made it a terrible pick for me, now instead I realized that the movement was deterministically towards the ground and that could get me easily out f tricky situations.

2) The elite fights seem underwhelming with rewards, especially because the third option isn't present if you re-roll. some relic like in peglin would make the experience more worth it.

3) There are some interactions I'd like to sort out, like this one: An electric tile doesn't destroy another electric tile, or if beat the game the next run you get to keep the money you had when completing it, or an enemy tile being used to make a player tris (This has happened in the third act against a specific opponent that uses a player tile to suicide.), are those bugs or genuine mechanics?

4) Sometimes the animations feel too slow, could there be an option to increase the animation speeds?

5) As mentioned in point 4, the animation speeds are slow, and there is an option to "pre-move", or put your tile on the board before it is "technically" your turn (I consider this the first moment in which you can press arrow button and skip your turn, which is a weird mechanic on its own), however this means that if you are fast enough (my default mouse sensitivity is the max, and even with that I can't consistently fast enough) you can place your tile where the enemy would want to place theirs, this results in a lot of good perks: 1, the enemy turn is canceled and the tris they made, if any, isn't considered complete. 2, the overwritten tile is gone and won't ever return to the enemy, not even on board clears, this means that you can technically get an enemy to have 0 tiles by overwriting each of their tiles. 3, the overwritten tile, while still visually present, doesn't occupy any space and can be played on by both you and the enemy, the tile is also not considered part of any tris.

P.S. The animation speed also makes another problem, if you use a tile that has an animation (e.g. electric, rain, axe, earthquake) and the animation plays, you have more than enough time to get the tiles to any space you want, making the bug easily accessible. With this I made a fully animation-heavy deck and beat the game by not allowing the final boss to place any tile.

6) No matter how much time I've looked the AI never seems to use the second or third tile in the turn order, even tough they very well could, this also feels like I'm exploiting them for I'm able to essentially plan several moves ahead by looking what the enemy will do and, occasionally, intentionally loosing three hp to get an insane damage number in one turn.

I hope that this comment wasn't heard as a downgrade for this game, this is an awesome game and I really enjoyed playing it. KEEP DEVELOPING

I made a custom map! here is the code beneath, just paste it in the Level editor to play it, the map isn't made to be really challenging but you do need to have some advanced game knowledge about it, however even with that I feel that the map isn't too hard (before anybody asks, "yes, the first move will always result in your death, this is a map about Statues and it aims to show off interactions with those statues, for that you'll always die on the first move, just move again to continue playing")


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I completed this challenge! very cool and very hard, at the end I almost got soft-locked because I was about to put a rock in front of the exit, which isn't ideal. Can't wait for more challenges.

Thanks

Got this one, such a beautiful puzzle with so little things going on, was it intentional that you had to collect the cat with a dead Steve or is it unintentional?

(I was ready to push a flag up to the cat just to revive my other steve)

And this is how Icely begun making rage games ;)

Slow and steady wins the race, good efforts in level 50 but I just used this and watched a movie on the other half of the screen.

I feel like there should be a bit more with the "Not a Tsundere" character (I might have spelt it wrong), apart from switching colors of the hair it feels like she doesn't do a lot, and I an hours trying to marry her for the achievement when in reality I was missing "Hardcore".

Satisfying ending completed I CBA to play this further.

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I think I won

Apart from challenging anybody to get a higher score (the meme about infinity doesn't count) I'd say that this was a really well made cursed game and that the "counter" descriptions have gone out of hand multiple times, easily resulting in tung twisters.

Very cool game, if it isn't a problem please add more and Chess Battle Advanced.

nice game

I bet you'll still need hearts. No seriously I am dead in this position, and this is a soft-lock, however this is more entertaining the other soft-lock I found (If you start a match fast enough after you die or open the game the first wave just won't spawn).

Good game, thought it was endless until I just won, could be more interesting if I didn't have to press "esc" and "disable post production" every single time.

Cool game. Keep Developing

Hello, I'm here again because I want to talk about "Wrong-warps", and I have news, I might have an idea of what is happening but I don't know the code, so I had to improvise.


What happened that got me theorizing on the "Wrong-Warp" glitch is a little bug that happens after you reset in a "Wrong-Warp" state. 

However, before let's assume something:

1. Assume that the game has 3 "Data types" stored: Rewind-data, Player-data and Level-data. Where Rewind-data is the one read when you press "Z" and that stores the past positions, Player-data stores the position of the player, it's current level and facing-direction, while the Level-data stores what the level looks like, its pushable objects and, most importantly, the id and ways to change level (warp-zones)

2. Assume that the game handles the data from Player-data to Level-data in a continuous flow between the two, allowing for certain data to be corrupted without the game knowing until a certain action triggers it.

Ok, from here this is the steps that should be done: if you are in the main hub the get to any room you want and then proceed.

From that place just warp to the hub with "Return to hub", then press "Z" as your first action, the screen will shake a lot and then you'll be back to where you were before. Like if nothing happened, however leaving the room will cause a wrong-warp and, most importantly, pressing "R" will automatically "Wrong-warp" you to the main hub.


Here is my conclusion:

You are playing normally when you warp to the hub, at that point the game sees this action and informs the Player-data that the current level is now "Hub" and loads that level.

After you press "Z" the game goes back to the Rewind-data and sees a warp, telling the game to redraw the previous level on the screen and to load all of the stuff that was present in that level, but making 1 giant mistake, the game doesn't inform the Player-data that the level id was changed.

Now leaving the room will cause a few things to happen:

1. the game is going to check which level the player was in.

2. Because the player was in "the hub" (the player-data says that about the player), the game is going to check where the player left the room.

3. The game is going to ask the level-data where he should send the player next.

4. The level-data is going to look at the information presented and and not understand, according to the level data the player left the room "Hub" from a non-existing exit in the middle of the level.

5. In an attempt at fixing everything the level-data messes up and ends up sending the player where it shouldn't be, in a not-existing level.

6. A patch catches this fact and re-warps the player to the "Oops, wrong-warp" screen, changing both the Player-data and the level-data.

7. The room gets loaded and the player gets their input back, without the "Z" option available.


There is also to note that after pressing "Z" and "Wrong-warping", pressing of "R" will make the game reset the room the player is in, but because the player is now technically in the "Hub" room then pressing "R" will essentially warp to the "Hub" instantly.

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The game has been 100%,

best run:definitely the one that got me 3 achievements on hard mode in one, 

fastest run: 8:28 hard mode Assassin

Thanks to double-strike 6 damage arrow for its help in this challenge

I HATE THE GUYS THAT DASH AND SLICE YOU ALIVE, THOSE THINGS ARE FRUSTRATING BEING BELIEF.


The only thing left to do is the "clear All Data" button.

Awesome game, 10/10, thanks for this beautiful experience. KEEP DEVELOPING.

Now rate this out of 10

I'm happy to know that this bug had been acknowledged before my comment and I can't wait to see new puzzles with the implementation of this new mechanic (if there are going to be new puzzle). This was a beautiful game, thanks for making it. KEEP DEVELOPING.

ATTENTION: THE FOLLOWING COMMENT CONTAINS A BUG REPORT. ALSO SPOILERS FOR HOWEVER HASN'T COMPLETED THE GAME TO 100%.








Ok, I've played the game and I've beaten ALL levels, including the "Meta worlds" or X-worlds. Call it as you will, but what struck me is the "solution" of Pylon-X-2, for I think that I broke the game and this wasn't an intended solution even tough it feels so.

Here is my solution:


For those of you that know the pylon rules this should seem impossible, the "laser" shot by the turret in the bottom right hits a "turn-left" and goes straight into the "portal" activating only 1 out of the 4 receptors and that is because of the mess on the left of the "portal".


All of that stuff is generating a laser that goes in all the other receptors, and that is because a laser was shot in that formation "activating" an infinite loop that, by its own, would do nothing, but because it was made with a "duplicator" on one side the "generator" can be sustained and also give out a laser, I'll try to show what I mean with a picture


As you can see from this image the yellow and pink lines are the "generators" (previously I shot a laser from beneath on the two "duplicators" where the laser goes down to "activate" them, from there they were a self sustaining loop.) and the blue lines are the ones that enter the "portal" allowing for a completion of the puzzle, however I don't think that this was the solution and I believe this to be a bug, could someone answer me what they think about it?

Try cooldown-less 6 damage trap, it is seriously broken and still "easy" to get requiring about 5 update slots, four if you are lucky. Or how about literally any ranged weapon with cooldown-less ice.

I'm not saying that doublestrike shuriken is broken, but I would suggest trying other combos and see which one fits better your fighting style.

Tell me how this can fail

Thanks, but since the time that I've made that post I actually did complete sub-15 hard mode, and now I'm going for 100% on "Shadow".

Wow, then I'm going to tell you, Hard-mode sub-25 is a challenge all on its own, beating that took me three weeks, you seem like someone that enjoys a challenge, maybe you should try it.

Yes, but I can't get it.

Thanks a lot, now I'm going for the other characters, I'll keep you'll updated

GUYS, rate this:

Ah, well that explains it. On a side note, would you mind answering me this:  "Is sub-15 Hard mode possible?", I'm trying to go for 100% base game before going for challenge runs and I'm stuck on this specific achivement.

No, I would argue that a weapon like a no-cooldown, ice, ranged weapon e.g. the arrow or the trap could be a better pick, but all in all they are still a broken weapons, also you forgot to add the "free-play" effect, but that only gives it a small boost in power for the "freeze" takes care of the rest of the enemy turns.

I have been playing this game for a few weeks and I would like to add my opinion in the comments:

Hi, I REALLY love this game and its concepts, I love all the funny little combos that you can make and all of its quarks that not many people know of, like how traps can deal damage to dashing enemies or how you yourself cannot get hurt by one.

With this said I want to criticize some things:

1. There is an option called "Quick Move", but it doesn't let me "Move Quickly",  so either it doesn't work or I'm missing something here.

2. I'm trying to go for 100% and for such I need to do sub-15 Hard mode, and I don't even think that is possible.

3. This is quite funny but I managed to crash the game into a what seems to be a hardlock (Softlock but resetting won't help or isn't possible).


This happened because I managed to end my turn before my Back-dash and my enemy begun his dash before I had hit him, that means that we both hit each other at the same time and dashed trough each other, this in turn broke the calculations for Back-dashing or dashing so much that a terminal error that broke the game.

Quick note, I cannot seem to be able to do any action in this state (not even pressing "menu", the time has stopped and the frames are not loading anymore, the screen to this moment is the same as it is here), and I think that it could happen even on the full release, so I would spend some time trying to fix it.

4. There is also a "double-damage" technique that could be used: If you manage to lag the game enough then you can press space twice in the same frame and the code will execute the same attack sequence twice. Meaning that with a 4-damage double strike arrow, a mass-curse potion and this technique you can deal 4*2 (curse) + 4*2(other attack, yes curse still applies, at least I think) + 4 + 4 for a total of 24 damage to a single enemy or a four enemy kill with one single attack, that is also how I one shot "Kowa the Coward". Don't ask me how it works, but it works.

All in all this is a very fun game and it is something that I would like to complete, a truthfully spectacular game. Keep Developing.

(3 edits)

SPOILERS! EVEN LATE GAME SPOILERS, DON'T LOOK HERE UNLESS YOU ARE SURE THAT YOU HAVE DONE ABSOLUTLY EVERYTHING.








I have played most of the game to this point and I have beaten all of the normal sections, and I have to say that my favorite is definitely the Shard part, even tough I didn't quite understand the rules I still managed to get trough it correctly (

The rules where these in my opinion:

  • All the edges must be connected in a continuous way
  • All the circular end must not directly touch triangular ends
  • No piece should be standing on an X
  • No full piece should be touching another full piece

even tough they feel very very wrong they still got me trough.)

But now I'm going for the META worlds and I'm stuck on PYLON-X2 and I'VE FOUND 9 DIFFERENT SOLUTIONS THAT INVOLVE 6 "RIGHT-TURNS" AND 0 "LEFT-TURNS" PLUS A COOL IDEA OF A "GENERATOR". Does anyone know weather or not that is intended?

All in all it is a very well made game and I love the concept.

Keep developing.

edit: I just figured it out, well I already had the correct solution and I just had to rearrange some turn-left and turn-right, I'll try to upload the final solution as an image, please tell me if it was intended.

You are, very much, welcome

good game, challenging and easy to understand.

I have some trouble getting past the third floor but I figure it out.

Also, when I open a chest I would like to see what the card that I'm picking does, instead of having to wait until the next campfire to find out.

Keep developing.

nice little game

good game, once you get a good run it is hard to die.

Hit-boxes are smaller than what you'd think but in such a bullet-hell game it is an acceptable buff.

Highest is 104,080 but I'm going for higher still.

GG, you are officially one of the best person of this game, you got further then anybody else

I agree with you, ITCH.IO VERSION, PLEASEEEEEEEE

Nice game, very polished for being made in 3 hours.

Keep developing :)

I will

I really love this game!!!! It has some weird controls that I love and the possibility for just this mechanics is almost unlimited!! The B sides are incredible hard and technical even if there are still multiple ways to solve them.

By the way in the level shadow the appearing blocks on the sliders are completely useless as you can just jump around them, the only problem is not touching them.

I want part 2, where can I find it? This was a great game. Great fighting mechanics and thanks for the tip on the knives, however I would have also liked the control on how to throw knives, but that is just me being idiotic.

I found some really innocent glitches, like spamming buttons can sometimes result in a button being "locked", meaning that even if you are not touching the keyboard the game still thinks that you are holding down that button, and that is sometimes annoying, like when the "j" is locked and I cannot shoot anymore.

Another one that is somewhat hilarious is that when you press "r" then you die and respawn at a checkpoint, however pressing "r" before you respawn results in a small death scene where you character is not where it is supposed to be, however that is very much fine and doesn't affect the gameplay at all.

I found out that if you press "L" and a direction (left or right) while still falling from the beginning you start to slowly spin in that direction until you reach a wall, at which point you start to fall slower while still rolling midair. Also that is a soft lock if you do it to the right as you will get stuck on top of the pillar without control of the character.

To conclude this is a glitchy game and the "W" key is not mapped to be jump, which is annoying, so I'd say that this is a great game and that you have done a good job. 

Keep Developing!!

I got to floor 25 with MAX HP = 47, but in floor 24 I had been hit and I didn't possess any heal dices, so I entered with 29 health, and got 1 shot, however I have proven that it is possible, so I'll retry and hope for better RNG.