Aaaah, thank you so much! I have been waiting for weeks for someone to mention Moby Dick's attack animation, so I'm glad you liked it.I've been hearing good things about Hero's Last Hurrah in the Discord; I need to prioritize that one
Alexandra Higgins
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Randomization was perfect for this sort of game given that many of us playing are already familiar with the default maps. I like how it recontextualized the town and shops - they felt like pockets of safety in the context of a massive dungeon. Learning the characters' movesets and becoming stronger felt good, and every piece of loot, every newly discovered NPC felt meaningful and earned. I think this scratches the sort of itch that I wish roguelikes actually scratched
"i am not a writer." I dunno about that, I don't remember the last time a game made me laugh so often. Seems like something a writer would do. Thank you for making this; it's a standout from the jam so far
(And I'm glad I'm not the only person who made a game for the jam that's about making a game for the jam. )
Heya! So I ended up not being able to beat the final boss after all, but I had a blast getting to that point (and fwiw, succumbing to the power of the egg seems like as plausible an ending as any :p). The resource management requires a lot of care from the player, and I'm into it. As I said before, I'm not great at this sort of game, but I had a great time learning the nuances of the movement and hitboxes and coming up with clever solutions to the tougher bosses. I love the manual and all the attention to detail in the game itself. Looking forward to playing more Corris!
This was such a cool way to get to explore a setting! It felt real good when I started getting some questions right on the first time I encountered them. Amazing concept.
I had a good laugh at "Is Choke Master the one where you have to choke the controller's neck? I always found that one creepy and weird"
I liked my time with this! The foraging was very cool, and I liked the creative skills and enemies. The structure reminded me a lot of Embric of Wulfhammer's Castle, and I wish more games included that sort of open-ended-but-in-a-small-but-dense-map sort of design. The game rewards you for engaging with it, fleshing out the characters and setting and laying the groundwork for the ending, but doesn't punish you for missing anything, as far as I'm aware (which is great, because I think I softlocked myself out of finishing the Tower of Greed, and I only found 3 or 4 creminis)
Thank you! I'm glad you enjoyed it.
Splitting "attack" into two stats was originally motivated by an attempt to make the game's core nonviolent - the score stat was first. But by the time I tried to come up with a way to interact with the opponent's board, combat turned out to be the most elegant solution anyway! So both mechanics made it in.
Basing play cost and card play limit based on hand size was an attempt to simplify the game so that hand size was the only resource - I'm glad it worked!
Thanks for your patience! I've got printable PDFs of the cards right here: https://alchiggins.itch.io/cardinger-print-n-play. Let me know if it works!
Ooof, I'm getting flashbacks of the Jesse Schell, Jane McGonigal, and Ian Bogost I read back back in college and the frustrations I had with those texts. After everyone in my media classes taking Schell's word as gospel, everyone outside of them thinking that McGonigal's ideas had any merit, seeing those ideas critiqued like this has been therapeutic. This is an awesome manifesto, thanks for making it.




















