That turtle be fast boii
ToasterHead
Creator of
Recent community posts
Thanks for playing the game! Yeah, since the font was italic the "I" became a "/" and I didn't realize it at the time. Should've been "You Give" and "You Get" instead. And the Rolls Amount is just the amount of stat changes you can apply on troops at the time. So when it's 0 you cannot click on any troop stats. That's why there's a dice animation that goes into the "Rolls Amount" when a troop comes, it's like he's paying you a single die to use on their stats. Should've named it better in retrospect.
Very cool concept of trying to recover your files and system after downloading a very non-suspicious file. The only thing the game lacks is responsiveness, like a scaling animation when I click on buttons . As lord Gaben once said: "If I go up to a wall and shoot it, to me it feels like the wall is ignoring me if I don't see it being shot" (talking about the development of half-life). But the game is creative and is well presented. Well done!
Have no idea what's going on, but the clock enemies were cute. You could add some visual feedback and effects when hitting the enemy, because it doesn't feel like you know if you're hitting the enemy or not. I like the speed of the player, wasting no time there. Though we do be wastin' clocks in this game :P Keep it up!
I can always respect a Minecraft farmer for protecting his farm against zombies with a shotgun. Mouse sensitivity option is always needed for first or third person shooters, you could add settings menu to provide better accessibility for different players. You could also add some blood particles and visual effects to make it more satisfying as well, and keep it up!
Here's a tip: After you fulfill an enemy bribe, let's say the: "+1 warriors", you can then click on him again while he's in the battle ground and upgrade him while keeping his request. So if he requested 30+ health, then you upgrade his damage and in this way you gain infinite amount of warriors. It works with every upgrade, and in this broken way you can win the game!
Controlling your breath is a very horror oriented gameplay mechanic, I like it. The controls for the breathing could've been made a bit more intuitive if you added a text saying: "Breathe Mouse 1", "Release Mouse 1" or something like that, because I had to check the game's description to know how to play. Other than that, breathtaking visuals (pun intended), good stuff!
Nice idea of having your shield both a protector and a deflector! The game really tested me for my precision, unfortunately I failed. The player feels a bit floaty, which makes it very hard to avoid those damn spikes. I actually really enjoyed the level design, feels very oldschool Mario-like, knocking out enemies out of the platforms, and getting into all sorts of environmental and situational challenges to overcome, getting them to fight each other. I think level design is the strongest aspect of this game, and I wish I could get to the boss to see what's in the end :P Was very challenging, but I had fun!
Nice idea, wish I could see an animation of the mage casting spells and enemy blood damage effects. Didn't need to upgrade anything cause the enemies were easy (cause I'm that good of course). Would be cool to see different types of enemies. Like If there was a flying enemy you wouldn't be able to cast the fire spell because it only works on the ground. So different spells are effective on different enemies. And then if you spawn lots of them, it could be very chaotic. Good job, keep at it!
Age of War meets Papers Please with clicker mechanics
Pro Tip: If you think the game is too hard, just break it!
Check game page for more info - https://toasterhead.itch.io/merchant-of-war
Nice arcade game. I didn't understand you should be crashing onto people to gain fuel until I got that warning text till the end. Perhaps you could make the airplanes look more enemy-like so it would make sense why you would want to crash them. Cause otherwise I've killed too many innocent people carelessly flying my plane :D. Enjoyed it very much
That could be one way of doing it. I've been thinking of some Detective Mode functionality, to be able to go back and forth in time (you stop the game any time let's say and enter the detective mode). This way it gives you time to inspect the game and guess the rules. Don't know the best way to do it yet
Looks like we had the same exact idea, but executed slightly differently! How crazy is that? Your version seems a bit simpler, it's just UNO but you can switch between available cards. In our game, your card is an individual who can shape-shift. Plus, our game has randomized rules, not just UNO rules. And the goal is a bit different, in your game, you have to be the last card remaining, while in our game you just need 1 player to win the match to win.
Thanks for playing the game and for your feedback! You are correct, there are still lots of things needed to be done to make the game super clean to understand. Plus, we need to test our rules because it does seem like some of them don't work as expected.
Right now, the game logic is based on OR rules, and each player draws a random card that matches one of them.
We are eager to experiment with the game and release a full game eventually, with story mode and everything. We even had ideas for a multiplayer mode. Glad to see you are interested in the game!
Nah, right now it's just too confusing and overwhelming I think. I have a bunch of ideas that could make the detective game more fun and engaging. One of them is having the last 3-4 cards shown (maybe you toggle it by pressing a button). And another one is to have the rules just be partially hidden. So let's say there's a rule that says "Only Even Numbers". But in the game it will look like this: "Only *BLANK* Numbers". Or if the rule is "Numbers greater than 5" then in-game it'll show "Numbers *BLANK* 5" or "Numbers greater than *BLANK*". So it could be less confusing. And maybe even add an option to guess what it is. Like the options for the last rule would be "Equal to, Greater than, Lower than, Not equal...etc".
Thanks for playing! Glad you enjoyed the game! It's not a bug, the first level indeed has only 2 rules. The following levels have more (you get into the next levels by winning). There's no indication of the existence of levels, we wanted to make them randomized and add rules to the first level, but unfortunately we ran out time :)
There were so many fish games in this jam, but this particular one truly made me feel powerful as a fish. Love the funny voice lines, I think they made the game feel complete. It isn't too easy either, you can actually screw up if you touch a solid surface, and then the human gets released from the bait. This was fun, and with more features, I could see this game doing well post jam. Well done!
Thanks! I was curious about how others would implement the "You are the card" idea. We knew that if people had thought about the same idea, the implementation would be completely different from ours. You took it in a "card creation" direction with some entertaining anime-like dialogues, while we envisioned it as a stealth/detective game. I tried yours, but the card creation time was so short that I was only able to drag one of the boxes into the card .-. But it was fun nonetheless!
I stumbled across this game while scrolling through the most rated section, and the thumbnail stood out for me from the rest. I was curious, so I played it. While playing it I felt a wave of nostalgia wash over me. It reminded me of my childhood, when I used to create platformers with Construct Classic. When I was experimenting with all kinds of ideas that popped in my mind. It brought me back to simpler times. Thanks, and good luck for your game dev journey!