Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

WarperSan

22
Posts
4
Topics
A member registered Jun 26, 2022 · View creator page →

Creator of

Recent community posts

Hi!

I'm a programmer in Unity and I'm seeking help to bring to life an idea of mine.

In short, I want to create a card-builder game where you have to manage your cards in a limited space. For more details, look at this post where I explain in details the idea.

Who am I looking for?

Primarily, I'm looking for an artist and a game designer. If you have other skills that could be usefull to the project, feel free to offer your help. Note that the work won't be paid.

For the game designer, it should be someone that can create new mechanics (if needed) and adjust existing ones to make the game fun. They should also be able to create multiple interesting cards that fit well the game.

For the artist, it should be someone that create art for the game (cards, background, UI). At the moment, pixel art would be prefered, but if you think your art style fits the game better, feel free to offer your art style.


If you want to help in any way to the project, either contact me here or on Discord.

Having a boat full  doesn't mean you can't place any more cards. It simply means that you can't place the new card without sacrificing other cards. That's the challenge of this aspect: you have to balance cards quantity and power. You will have to ask yourself: "Which card is the weakest in my deck (weakest for this archetype) that will allow me to place this card?" 


But, I like the idea of being able to sell excess cards. This would reduce the impact of getting unlucky and would allow to get resources more easily (if cards are grinded into resources).

Hi,

Thank you for the feedback. I'll (hopefully) answer/clarify some of the questions you asked.


I got impression that each section have their own cards [...]

Yes and no. There will be cards that will be solely oriented towards a certain aspect. Most likely, those cards will be "beginner" cards, due to their lack of complexity (e.g.: deal 6 damage; give 3 seats). However, more complex cards should tend to affect multiple aspects (deal 3 for each space taken; deal 3 per difficulty; add 1 seat per difficulty).


Do [cards] define [the] number of supplies for the travel?

Currently, no. I didn't come up with a way to really link the navigation aspect with the other two. But, I believe I could add something where the cards need some resources. Fights could give you resources (which would make the choice between two fights more interesting).


[S]ince [the] boat space is limited, will [the] player be required to rearrange cards again in their boat?

I am not sure to understand. Will the player be required to rearrange cards from zero (remove all the cards from the boat)? No. The cards will be kept in the same place. Will the player be required to rearrange cards (reorganize to fit)? Yes. For example:

On the left, you have the current organization of your boat. You can't fit the card Z. If you want the piece, you will have to move stuff around (move, rotate). But placing the card isn't required. If you don't want the card, don't place it.

* = Empty
X*C   Z*    ZXY
XY* + Z* => ZXY
*Y*   ZZ    ZZC
I suggest setting different number of reward card based on difficulty  [...]

Totally! I simply used "3" as an example, but the amount of cards given will (and should) vary depending on the difficulty.


I understand about card and health but with money you'd need to create a system where money is needed such as shop.
Yes, a shop was planned. I simply had no idea what to put it in.

[H]ow would the fight be? 1 vs 1 or 1 vs [X] ?

1 vs X, but mostly 1 vs 1. Most of the fights will be 1 vs 1. I doubt it's fair that you fight two strong enemies without having the ability to target. But, I don't throw away the option of offering battles against multiple foes. However, the additional foes will only be supporting the main one (the one you are targetting). For example, the main enemy will have 120hp while the other two will each have 12hp.

[W]ill attack cards target all opponents or target a random single enemy?

Depends. If I add 1 vs X fights, some cards will  hit all opponents. However, the other cards (e.g.: deal 6 damage) will only target the first one.

(1 edit)

Hi! I'm not sure if this is the correct channel for this,  but I'll post it anyway. I have an idea for a game, but I want to refine it before looking for people to help me make it.

As said in the title, the idea is to create a roguelike card-builder game. The game is separated into 3 parts:

  1. Boat management (space management)
  2. Map navigation
  3. Fight

Boat management (space management)

In a lot of card-builder game, it is easier to gain cards that it is to lose them. In this game, the problem is to fit all the cards you want. Each card covers an area (1x1, 1x2, 2x2, ...), but the space you are allowed is limited. Therefore, you will have to choose which card you want to keep. The cards on the boat will be the only ones available in fights. The other ones will put in a "excess" pile where you will be able to sell them for resources.

Map navigation

Once your organize your cards, you are ready to choose your foes. On each world, the player is offered the choice of 3 islands. Each island has it's own difficulty, but the player only knows the difficulty level (Easy, Normal and Hard). The player can choose to enter the islands in any order they want (even skip one if they feel like it). Each island is composed of a series of fights and shops (see Slay the Spire's map). If the island is too difficult, you can, at any time, run away from it. However, you will lose some things (card, money, health).  At the end of the island, the player gets new cards, depending on the island's difficutly (e.g.: 1 for Easy; 2 for Normal; 3 for Hard).

Once the player feels ready, they can challenge the boss. It is a harder fight (or island; I don't know yet). Upon winning, they go to the  next world? Depending on the length of a run (all 3 islands), I will have to see if the game is multiple worlds.

Fight

On each turn, the game presents 8 cards. The player can do 3 things with a card: block, play or nothing. Doing nothing does nothing, but blocking the card (one per round) allows to keep this card for the next turn. The rest gets shuffled and new cards are drawn. To play cards, you select which card you want to play and the order. The game will simply play the cards in this order. 

Since you don't have the ability to target foes directly, most of the fights will be 1 vs 1.  However, some fights might have against multiple foes. Of course, the additional foes will only be supporting the main one (the one you are targetting). It would be unfair to have two strong foes while you can't even target. To make those fights easier, there will be cards that hit multiple targets.

The game doesn't prevent you from playing all of your cards at once. BUT, each card has a sleep counter. When the card is played, the slot will "sleep" for X turns. A sleep slot decreases the power of the card.

Card ideas

Yes, the game might be complex. However, I feel like this complexity can offer some interesting combos that affect all aspects of the game in a way. There will be cards that will be solely oriented towards a certain aspect. Most likely, those cards will be "beginner" cards, due to their lack of complexity (e.g.: deal 6 damage; give 3 seats). However, more complex cards should tend to affect multiple aspects (deal 3 for each space taken; deal 3 per difficulty; add 1 seat per difficulty).

Conclusion

Personally, I believe the idea could work. Of course, I know it still requires work, but from someone better than I for design. I just wanted to refine the idea before looking for people to help me make this idea come true. I prefer to realize that the idea is flawed now than half way into making.

Thank you for the feedback,

- WarperSan

It's a fun concept. I would recommend for anyone who has time to kill.

1. You just discovered post-processing, didn't you ?
The quality mode is really intense. I liked the effect, but it was too intense for me.

2. The UI does not scale.

The in-game UI didn't  scale for me, so I was simply stuck to guess what the big number at the center was.

3. The controls are too simple.
Personally, i feel like this game could become competitive if it had more complex controls, in order to make dodging easier.

Fighting is optional, dying has no consequence, sawblades are overpowered and the boss fight is probably doable in 1 cycle. The game doesn't push the combat enough. You could make it so that taking damage is more punishing. You could also make the sawblades teleport you to the latest checkpoint, since they can drain your  health pretty fast.

Good game 100%
I didn't kill Jeff (the lobster) on my first try :D

It's a word game. I'm not a fan of this type of game so I can't tell you what's good/wrong. But from someone who doesn't love those games, it seems completely good.

Are you sure this isn't a mobile game ? It really feels like it. Even though it's  really simple, I kinda like it. At first, I was expecting a rope-like movement but this is different. It's really hard to travel long distances since you have to spam the rope in order to advance.

The only things I would  change are:
- Level 10's sawblades. They feel random, but if I reset the level, I expect to get the same pattern,  but the sawblades don't reset.
- Increase the strength of the rope. Maybe when you are further, the pull could be stronger ?  
- Replay. Personally, the sound annoys me, but I would be fine if it stays the same. Maybe start the replay  a bit earlier ? This point is more my personal preferences.

Keep the good work :)

I really like the game. It's simple and if you like tryhard, it's  a good game.

I did not quite understand why we have some much health. The launcher seems to do 4 hearts so it always kills you in 3 shots.

I was not able to play it. When I run the game, the program does not respond. I think I successfully open the game once and there were a bunch of red circles going towards the center really fast.

I assumed the theme was the name so "Glitched Out"

Unity

Hi ! I'm WarperSan and I'm looking for a team to do this game jam with to try a game jam with a team (instead of alone).

Contact me on discord: warpersan

Hi,
I'm WarperSan and I'm looking for an artist that would help me bring to life my game idea: a farming game where time is valuable. A game file starts when your character gets X years old (probably something like 10) and ends when your character dies.  Your goal is to survive the longest time on this farm, with some random events happening during your playthrough.

Needs:
I want someone who can carry all the art part.  Preferably, I would like the game to be in a 2D or Isometric style, but if you have a better vision for the art style, I'm open to suggestions.

If you can help the project in any way, contact me on discord: warpersan

The concept is interesting. I'm not a fan of it, but I'm sure some people are.

Here are some of my complains:

  1. The game becomes hard, fast. Like I said, I'm not a fan of this type of game so maybe it's normal.
  2. Janky hitboxes. The player sprite doesn't match it's hitbox.
  3. Can you allow the player to switch gravity mid-air ? It's frustrating to have to wait to land on ground. I prefer to spam it rather than have to wait for it.
(1 edit)

Did not expect to love THAT much the game. The speedrun potential is very good. Didn't play all of the levels tho :(

Here are things I dislike though:

  1. Buffer jump. When you sprint of a platform, you can jump, twice (the first jump + the double jump). If it was intended, it's really cool.
  2. Jump wall. They feel too unnatural. Probably add a directional input.
  3. Getting respawn at the start of the lobby. Maybe make the player respawn in front of the level they just left ?
  4. Wall-sliding. While tryharding the pad-launch (launching the player with a moving platform) on level 2, I could simply slide on the big wall, losing almost no height.
  5. (Edit) Reduce the amount of empty folders. The game is stored in 3 folders that serve no purpose. Thx


(SPOILERS)

Time with soup/Time without soup/Min swap

Tutorial: 26.6/ 19/ 0

Tips: Dash // Move around the first wall.


L1: 54.8/ 45.9/ 0 

Tips: Use pad-launches. For soup, you need another one / Even without dash, the first part is doable without swaping


L2: 48.4/ X/ 2

L3: (The first puzzle can be skipped by buffering a jump on the cyan platform, dashing then double jump on the lower cyan platform)

Je parle français

Looks amazing

The sprites look insane (except the ones where they should have transparent parts (like the arm and the hand)). I don't know if there is sounds but the visuals give already a pretty good vibe. 


Sadly, I'm not that type of gamer. Finally, I would have liked if there was a sort of tutorial on what to grab. I thought at first I was supposed to grab the wall :/

Good little game!

I'm a bit confused on what Space does. Plus, I found the game being repetitive: search code with are the only numbers and input them into the doors. But even with that, I loved the sprites and the ambiance.


Note: Normalize the movement because the player moves faster diagonally ;)