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trippybento

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A member registered Mar 30, 2021 · View creator page →

Creator of

Recent community posts

Thanks so much for playing through to the temple 🙏 

We just pushed 0.0.11 with a bunch of clarity changes driven by notes like yours: icons and clearer labels on the top-bar metrics, a tidied-up resource panel, and better onboarding. 

A lot of your questions (what drives population/labor, what devotion's for, the houses changing height) are exactly what I'm making clearer next. :3

thanks hexy :D we're gonna try to add some more weapons like a chain gun 

Yo! Got properly hooked — reached level 34+ running tesla towers, ballistas, and mortars all clustered in the center. Really promising prototype. Thoughts, good and bad:

What I liked

  • The bomb/mortar feels great - most satisfying tower by far.

Stuff I was confused about (first-time player)

  • Took me a bit to realize the golden dots were XP orbs.
  • The three upgrades - do they buff one tower or all of them? I assumed all, but wasn't sure.
  • Is there only one enemy type? Didn't notice variety.
  • What's the actual objective — survive to 30 min?
  • Not clear what the max number of towers is.
  • Tesla pillar and ballista upgrades look identical - could they get different icons?
  • Who am I / what's the story? Am I cube man? 😄

UX wishes

  • UI gets cut off unless I go fullscreen — heads up.
  • Would love an enemy kill counter.
  • An aura around the cursor showing the XP pickup radius would help a ton.
  • A Vampire-Survivors-style upgrade grid so I can see where I've dumped my skills.
  • SFX! Even basic ones would add so much.

Feel / balance

  • Mixed on XP orbs disappearing — felt bad to miss them. A little rover that auto-collects XP would be clutch.
  • I found clustering everything dead-center was clearly the best play - curious if that's intended, or if there should be a reason to spread out.

Bigger ideas (take or leave)

  • Merging/evolving towers would be sick.
  • A maze the enemies path through, instead of just walking straight in from the edges.

Also - heads up, it crashed on my MacBook Air (Unity WebGL + limited RAM, classic), so I moved to my PC. Might be worth a note on the page. Nice work man, this has real legs 🙏

PAST DUE is a Hi/Lo card game with a "make rent" theme — guess higher or lower to build a pot, then decide whether to bank it or keep riding the streak. Survive enough months and you climb from your mom's room up to a mansion.

https://adnjoo.itch.io/past-due-make-rent

Looking for first-impression feedback specifically:

  • Does the core loop (guess → bank or push) feel tense in a good way, or just stressful?
  • Is it clear within the first minute or two what you're supposed to be doing?
  • Does the rent/eviction framing add stakes, or get in the way of the card game itself?
  • Any moment where you felt like quitting, or a moment that hooked you?

Playable straight in the browser, a few minutes to get a feel for it. Appreciate any honest reactions, good or bad.