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A jam submission

Clessidra DEMOView game page

A match-3 roguelite for Android.
Submitted by clessidradev — 11 hours, 34 minutes before the deadline
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Clessidra DEMO's itch.io page

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Comments

Submitted(+1)

Hello, it's me again, I ran into a bug that froze the game right after finishing a move. I think it's the first bug I've seen, but it did kill my run, so it's probably worth reporting.


Developer

Thanks a lot for reporting, I wasn't able to reproduce the bug but I got rid of some possible causes and pushed the changes.

Submitted

Back again with Clessidra! I played a few runs and actually beat a few monsters this time, although the bear killed me more than anything. I think I am getting the hang of it and the tutorial was a really good addition. That being said it still feels rather difficult starting out, is there a way to make the first few fights easier? I liked that the timer didn't start until you moved and the question rooms add a good layer to the game. What are you planning on adding next?

Developer(+1)

Glad to hear back from you after the changes I made, in particular I'm happy to hear that you found the tutorial useful. 

> is there a way to make the first few fights easier?

The problem with making the first fights too easy is that they risk becoming a formality for an experienced player when starting a run, and I fear that this initial downtime will impact the long term replayability (which is what I'm trying to get right the most). I'll keep working on making fights easier at lower difficulties; in particular I want to make some enemies' moves and abilities, like combo absorbs, proportional to the selected difficulty. In the thread the idea of having a puzzle mode, where new players can practice matching without it feeling like a tutorial, also came up, and I'm definitely considering that as well.

>What are you planning on adding next?

As far as mechanics go, the last big thing I'm planning on adding is wits (consumables that have an effect on the board). I already added a testing version of them to the game, they're the three buttons at the bottom right next to the statuses; I just need to see if they make sense, and if yes, design a few more of them, make them available thorough the run and add them to menus, tutorials and help texts. For QoL, I don't have much else planned, other than fleshing out the statistics page and having a summary of the run when you die/win.

After that, the demo version of the game will pretty much be completed! For the final version, I want  to make a run longer by adding another 2~3 floors (after you defeat the current boss you'd advance to the second floor instead of winning), which is going to involve making a boatload of new enemies, relics, starting bonuses and events (I'm unsure whether I should add other orb types, I'm still considering it).

Submitted (1 edit) (+1)

As far as difficulty goes in my experience most games are easy at first to have a low barrier of entry to the game itself because nothing is worse than a new player putting the game down after dying in the first few minutes. Roguelikes like slay the spire, ring of pain and even non-roguelikes like dark souls all start off easy allowing new players to clear massive amounts of content in the first run and encouraging them to do another run to do better. For experienced players these games are easy in the beginning but allows them to perfect strategy and focus on starting a build, although it is still possible to die even for them. I only bring these examples up because they have massive replayability while also having easy beginnings.

 All the plans sounds great and new floors are a must! Best of luck getting it done :)

Submitted

The game is very difficult but I like the mechanic of each orb having a different effect and collecting new orbs that have their own effect. I didn't get it at first and had to look through here to see if I was playing wrong and I was. Perhaps find a way to convey to the player that you can move more than one orb at a time to set up combos. I liked the overall aesthetic and atmosphere of the game and the orb icons were very cool looking, to the point where sometimes I would pick the best looking one despite it not being the most optimal pick.

Developer

>Perhaps find a way to convey to the player that you can move more than one orb at a time to set up combos.

Yeah, if there's one take away I got from everyone's comments is that I need to stop beating around the bush and make a proper tutorial about the matching mechanics. Thanks for the kind words about the overall experience!

Submitted

very interesting game I was not able to beat any monsters but I did like it I think it should be a little more clear when a player hits monsters and maybe lower there damage a little.

Submitted

was thinking about this game at work and gave it another try managed to get 3 fight in ( i was playing wrong before)

Developer

Thanks for the comments! Unfortunately most people assume that there's some kind of restriction on moves, à, là candy crush, and they don't go above 1 combo, but in reality you can set your whole board with enough practice. I recorded a small video of the intended gameplay for the last DD I partecipated in, I might as well repost it: 

Submitted

Was never a fan of puzzle dragon or rougelites so I won't comment on the gameplay. The sounds and visuals for the game are pretty neat. I love that we got truck-kun, and I like the theming of the initial match-3 balls. Maybe don't have the game default to the highest difficulty setting. Its not for me but it seems pretty cool, and something fans of this genre would enjoy. 

Developer

Thanks for checking the game out even when you don't like the genres it belongs to, especially since I'm trying to appeal to a niche as opposed to a broad audience.

Submitted

The graphics and music are really good.I got confused on how attacking worked with the weakness/frail system since I didn't know what would effect each enemy. I eventually figured it out, and started having fun. When choosing orbs, I would like it more if what it does shows up when hovering instead of clicking and holding.

Developer(+1)

>When choosing orbs, I would like it more if what it does shows up when hovering instead of clicking and holding.

True, I initially didn't bother with supporting hovering because the target platform is Android, but that shouldn't excuse not supporting the HTML5 version a bit better. Thanks for the feedback!