The last update was in 2021. A lot of people report not getting answers, even for well exposed requests.
Welded Bones
Creator of
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Thanks for playing again! Let me answer your points:
- There was no rythm mechanic in any of the versions. The only rythm tied game element that's intended without being pushed is having the OST a fixed BPM compatible with the overall game difficulty, so a slower player can uncounsciously let his inputs synchronize with the beat. I will still play with that once I start making more music, see if it's worth having as a development constraint
- The meta progression and little fairy got ditched unfortunately. The way I started the code was too problematic to easily implement features and content, hence why I want to finish a very simple version of this project and move on
- First time I hear about the UI being claustrophobic, that's an interesting remark. I'll keep it in mind as I ciment it towards next versions. As for the Art Direction yeah, still messy. I believe I can make the game clearer as I approach the end of the project
- When dealing with bad haphazardness, you can use the SPIRIT gauge to "deal" another set of Opportunities. This mechanic was intended to have a rare chance of the game being unfair, while the player have better odds and ways of countering it.
This mechanic was not explained well enough in that build, I need to work on that
There's a good chance I completely change the theme of the game soon, so it's again going to change. But the mechanic should stay very similar, with a bit of simple content unlocking.
Thanks again for your feedback, much appreciated.
Hey brim thanks for playing.
There's a lot that could be made with that core mechanic, but I coded myself into a place where it's too complicated for me to add sustainable "meet" to it. I'll try to add what I can to make it worth a bit (I'd be happy with 2-3 hours of entertainment).
For the monsters their main purpose is to give SPIRIT back. The intent as for now was to have them in a place where if you're being stressed by time and dent one by mistake, you now have the decision of "do I finish it or do I watch for another OPP". Monsters might serve another key purpose for the next version (ressource gathering).
I'm trying to constantly keep the player in check of what his few next actions should be despite having so few options to chose from – until he makes the ultimate mistakes of chosing the Death OPP.
The spawns are completely random, and I want to keep it unfair in a sense. There are very few chances for a triple Death spawn twice for example, but I'd rather (as a dev and a player) have to face the unfairness as long as there's a "fairness" in the way back in. Ultimately there will always be a mathematical chance for an awful succession of bad luck, but it's so rare I don't want to change it.
I wish there was more too, but it seems I won't be able to have much more once it's done. Thanks again for the feedback!
Thanks for giving it a try despite having seen it.
- Unfortunately if I want to finish this game I'll have to cut any roguelike element (it was the initial vision). It's too much for me to handle with the codebase I have
- I'll think of the dungeon party theme, but even more of the gambling aspect. Having a simple roulette on the side just giving bonuses and inviting the player to make a certain combination of Opportunities could be interesting
- I had bosses before, but I scrapped them unfortunately
- I had a shop too, with the structures to be randomized
- Collectibles would be something I could try adding back in. A simple system where you just turn a ressource into a Collectible, with rarity rates
These all are nice ideas but I have to retain myself unfortunately. Maybe I can add all of these in another project one day, that would be nice!
Thanks for playing horbror. I'll do my best to give your game a try too. Thumbs up.
Hello Wierdox thanks for playing.
- The game starting windowed is mostly a remnant from the dev build. I shall try to have it fullscreen on more serious builds
- I'll think of adding more options to Spirit Burn unless it breaks the balance too much
Really surprised you finished it, well played. You must be very fast with reflexes. Maybe harder difficulties would suit players like you.
Thanks again for the feedback
Thanks for playing it diabolodev. Let me give an answer to some of your points :
- Compared to old versions, it's not more about "floors", just your "levels", as in experience levels
- Paths are just neutral Opportunities, they do not change any other variable
- There's indeed an intent to make the player manage lantern, health and spirit, but from the playtests I've seen so far is that it only becomes potent when the player is being under pression. And this pressure is dependant on his abilities, just like a game of Tetris depending on the level reached. I don't have a better formula so far to better calibrate the player level to lantern time
"Grinding" for scrolls is an intended mechanic. Maybe a Scroll is not the perfect item to indicate the process? Monsters can give more XP but are less safe.
The game intent does not reveal itself until you reached a pressure level. So I guess I would need to make sure player hang in there until they reach it.
Thanks for the feedback, don't hesitate to propose ideas if you think the game could be more for you.
Great feeling and a lot seems to head in the good direction, including sound design. I would recommend having better highlight or differentiation for some sprites/scenery. Like the blue slimes I found a bit dull in terms of "shininess", or the green crates being too discreet. The weapons factory level had some passages where the practicable terrain was not instantly seen for me, playing with contrast would help.
Overall I enjoyed the playthrough. It's simple but it feels good and flows pretty well.
Lovely game. I have 2 little problems that I'll share.
I find the lack of inertia when stopping movement a bit abrupt. Since it's parkour I'm thinking I need to go fast and smooth, but as soon as I let off a movement key, my character stops. I wish there was a bit of end momentum so I can change directions more smoothly. Maybe it's less present on a controller.
And then, I find the jumps to have too much inertia compared to what is used while on ground. The amplitude of air control seems fine, but the early part of the air jump looks too sensible to me after what ground level anchored in muscle memory. I would not be against a slower early curve of the air control sensitivity before reaching full air control speed.
Oh and I'm thinking, playing with noise around, but I'm not sure I heard a sound when climbing ledges. Is there any visual or sound feedback? Maybe I missed it, but would be cool to have some sound and a subtle "naruto speed/deja vu drift" effect around the screen.
Tried the game again. It's a lot easier when not streaming. Here's some remarks if you need them :
- I'm not sure the colors for the unlock requirements are clear. I thought yellow would be "to unlock", and green "unlocked". I also wonder if having little logos on the frames embedding a color + the state of the unlock would be both clearer and more intelligible
- The action cards should reveal themselves just a bit quicker when you select one
- The Action freeze button instead of changing its face should always be the snowflake, but have a frozen frame/background if it's ON
- After a sprint jump, I find the air slowing a bit harsh. It's nice to to do precise jumps, but it kinda ruin the momentum for me
- Have you thought of having the power jump starting its charge when you crouch instead of holding space? Or being able to charge it while still being able to move? I would find it more fluid for a speedrun
Best deving to you
It's very early and there's already some feedback. What I can say is I did not feel that this is going nowhere. It's rough but from whatever bias I see the things connecting better and better as time goes.
I like the idea of being able to terraform and climb stuff. It could lead up to interesting ways of winning at the game. The slow combat also did not bother me too much so far, it has to be put in a wider perspective I've seen it's going to be upgrabable.
The only thing I could possibly say at this point is I did not like the auto-teleportation when going near a door. I wanted to press an action button.
Firefox was blocking my inputs after start, and had a disgusting aliasing. Then the page would crash. No apparent problems on a clean Chrome. Here's some thoughts :
- I would like the Shift button after I changed the character direction
- I would like to be able to change direction while the Shift mode, to aim anywhere
- Game feels a bit slow
- I don't like how the character have some kind of free movement inside each square of the grid
- I would not mind a less pixelated image
- The color palette is nice
- The heroine looks pretty unique
Thanks for playing Vesuvius. I'll really need a way to introduce quickly to the gameplay yes. Starting to think about quick start voice over panels when you first launch the dungeon.
I'm going to try to make each run unique depending on what Opportunities get manifested, that's the plan.
If you lack Health, as soon as you pick up Food it's consumed. It's not directly intuitive. Which make me think I could animate the consumption on the UI.
I ditched the idea of different Towers at some point for ease of development, but it's something people suggest regularly. I might get back to it and maybe merge it with difficulty level.
See you around!
Thank you for giving a try. My end goal is to create a fast reaction roguelike while leaving a bit of room for the player to modulate his climb by chosing a lower floor to farm (giving less xp). I take your feedback into consideration for when I come to a point of balancing the game better.
Could you share your CPU, GPU and RAM please ? I'm aware of performances problems but not yet so hard that it would impact input registering.
Enemies are supposed to give less xp when you're too much leveled up; minus 1 xp per level superiority difference. Unless there's a bug it would mean you killed a whole lot. Also Lamp Oil is supposed a guaranteed spawn rate. I'll look into it, if it was just bad luck or a bad scripted formula.
Thanks for playing and giving feedback.
Thanks for your time and feedback. I agree that the current tutorial is not sufficient or even superfluous on some aspects. I'm gathering good feedback each DD and hopefully I find a good and durable direction to make it clearer (both in what I'm going to do and how to present it).
At some point I had the wish to make several Towers with specific contents. In the current version it's oriented to be 1 Tower with randomized content (each beaten boss opens to a randomisation and new Opportunities unlock, but I'm not sure anybody witnessed it yet). If I can at least involve the player in a better way to climb the Tower I'd be happy to add Opportunities with varied mechanics (combos/reflex/backtrack/stats/confusion...) and persistent contents.
I'll keep at it bringing your encouraging words.
If the HUD thing becomes a real block later in development, there's always the possibility on finding a freelancer with a portfolio meeting your design choices. You provide him a screenshot or two, and ask him to tailor it (using keywords like I did to you). You're right on focusing on gameplay so far tho, card games are for brain players first and eye players come later.
If font is something you hear several times, I'd suggest going for less fat characters, and a tiny less round. And again playing with their size relative to their frame. Then try to see concordant aspects of each different fonts if you still mix many.
This for exemple : Bottom description is almost as big as the big Action font. The bottom font could maybe pass if lower size to begin with. But the Action font has characters not parallel (check the T and B). Makes it cartoony and fun. Your game is supposed to be entertaining, not the font. When you enter in game it's a big clash between all of them. The card description looks ok so far compared to the rest. If you can't lower the size of that, you would need to redo the card design to have more vertical space. Totally doable if you make your dungeon interface less big.
Don't know if you remember but to me your game reminds me a lot of Monster Train for some reason. I don't like (while appreciating and respecting) the artstyle. But it's a bit cleaner and partitioned to me. On top of my head I'd say take inspiration from Artifact, FORCED SHOWDOWN. Slay the Spire might not be a great candidate. (Edit : and simply modern AAA game with minimal interface, without going soulless. Get references from Japanese AAA)
Only my opinion, see what you can do as you go.
Trying the game again in better conditions. Overall I like the base very much but something is not clicking (yet). It would be about situating myself on the board and seeing the elements interacting with each others.
Also it's more personal, but nowadays I like more modern/minimalistic/sober designs for such dense games. I don't think it's incompatible with having a style and identity (thinking more of the AAA japanese approach than the typical occidental open world game for exemple).
I'll be happy to retry the game in the future.
Things I like :
- Sound Design
- Screen / Phases transitions
- Fluidity of Action
- Visual Effects (simple but effective so far)
- The whole randomisation theme
Things I'd like to see :
- A smaller HUD/Interface, or a slider to reduce its size. I think it could serve the game aesthetics, make it more sober and serious
- A more sharp and serious looking main font
- Less different fonts so the game elements are more quickly acquired visually, partitioned, and don't clash between each others
- Better card "hitbox" when they're in your hand so the hovering put them forth more smoothly
- Better visual separation of the card Title and Type
- More distinct frames for different card Types
- Not sure the mouse wheel to display a fixed frame of hovered card is nice. I'd like to just hover cards and have them being zoomed a bit so I can see them better. If I have to right click it would be to really admire the card and contemplate it for a long time, or think hard
- Maybe having the active card and the discarded card piles facing each other and being differentiated would help me better situating myself. Would allow for less mouse traveling too when countering a spell for example
Thanks for the review. I totally agree with you on the bad points. I got caught between 2 directions and I'll redirect myself to a condensed and minimalist way (or try to).
Tutorial is a bit of a mess, used old code that I fixed quickly and there's dialogs from when I thought of going more in the dense RPG way. I learn this DD that it was a mistake to release a product like this, but at the same time it was necessary. Painful useful paradox.
I thought of doing different dungeons at some point and decided to come back to an arcade way of "either try or die". I might get back to it if there's no way I can incite players to learn by playing (I'd like to achieve what Spelunky does).
As for the "pure gameplay guy"; well yes, why am I making games instead of playing them!
Looking forward your progresses, see ya!
Thanks a lot for your detailed feedback despite not being a fan of the game (only currently let's hope heh). You have strong points that I want to work on for the next time I publish a demo. I'll answer your bullet points next. Again, thanks for your time and valuable informations.
- Good point about adding the default assigned key to the keyboard layout. I'll also try to support more than the current AZERTY
- If you're talking about the normal gameplay loop, it seems it's not clear enough that players need to level up their character by farming the appropriate floor levels. For exemple, to kill the mini-boss at Floor 5, it's best to have the hero level 5 or more, by killing enemies and getting scrolls.
- Indeed the Defense can be used to guarantee reduced damages, while the dodge is a 50/50 chance
- The fragments looted on enemies can be used every 5 Floor if you chose to use the "checkpoint" option. It opens a shop type of menu
- Interesting idea to have the health bar under the lamp one. I'll need to play with interface more and make it clearer overall
- Difficulty levels : this DD shows me it's going to be a major point I need to add, and you're confirming that. I don't want to scare off players so I'll definitely work on something
- No way to cancel the Tutorial or see controls again this time. They are displayed on the game's Itch.io page tho. I'll try to set up a better environment for next publication
- Dodging should be an option to dodge all enemy's damages with a 50% chance. It's not (yet?) useful for a simple attack, but it becomes useful to dodge charged attacks that do a lot of damages
- Only way to improve equipment is to reach checkpoints every 5 Floor levels. While poor in use, the system is about generating a random set of stats for 1 piece of equipment. The more rare your fragments are, the better stats generated
- Agreed about the tutorial problems. I'll build a better environment next time
Thanks for playing and for the detailed review. Taking your experience seriously for the future of the game. Also let me answer to your points :
- There's indeed no main menu or save possibility in this version as there's no persistent items (apart from highest floor reached). Money can be used after beating the bosses every 5 floors. It offers the possibility to open a sort of shop menu, and it stops time
- Time limit is indeed an old concept but I'm very fond of the idea of constant stress and close calls until you can rest at checkpoints. I'll be able to tamper it with difficulty levels. Maybe I can include a no time limit mode when I'll work on that
- Dodging is picking a side (left or right), and the enemy attacks randomly left or right. So it's 50/50. I think it's useful when the enemy cumulates its charges (x2/x4/x6). When it reaches charge lvl 3, it will unleash the attack no matter what. When balanced, it should give the player the ability (in some cases) to either go for the kill (by using Spirit Charge), defend to take reduced damages, or gamble on a 50/50 dodge. I could do telegraphed enemy attacks though
- I find weird you did not level once (unless there's a bug). It should be 10 enemies of your player level to gain +1 lvl. I want the player to manage his floor level to find a cruise spot to farm xp, but let him fight lower/higher enemies if he wants to.
- I started in RPG Maker because at the time it was (and still is) the engine I knew the most. I'm not making things easy but I'm not sure I could manage the transition right now