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Alexandra Higgins

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A member registered Jul 07, 2014 · View creator page →

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Recent community posts

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

Reminds me of the sort of trippy 2000's freeware that I haven't played in a long time. This was really wonderful

So good! Such a creative concept for the jam. It never stopped surprising me at every turn

This was really lovely! Best cutscene of the jam so far! Smart, heartfelt, engaging, well-executed little short

Polished, epic, delightful sense of exploration, and a great twist on the constraints of the jam. Good, satisfying game!

So good! A real adventure's adventure. Great comedic writing, nice emotional catharsis at the end, and there is a tank

This was really fun! Frog Fractions-esque sort of discovery and surprise, all the more impressive given that its contained within RM2k3. Awesome work

Demon's Keep rips. Elegant design with a satisfying narrative arc and mechanical progression. Polished presentation. Excellent endgame sequence. Definitively a favorite among the Cookie Cutter entries I've played so far!

What a fun sandbox this is! Cool concept executed well

This was so cute! Real good

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

Thank you again! And I definitely started to have proper fun making the game during the final week

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Thank you for playing and for the kind words! As hinted by the fictional me, the autobiographical parts weren't even added until about halfway through development, so I'm glad that those parts resonated!

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"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. ) 

I liked the commentary during the battle gauntlet, and the ending montage!

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Haven't gotten to Goblin Mines yet (I'm working through entries in chronological order), but this is my favorite of the original trilogy. I chortled

This was cool! The loop premise was a great idea and well executed. Perfectly ambiguous ending

oh no, not the chickens :(

i won

An excellent, eclectic collection of punchy stories!

Compelling story that felt like I was peeling layer after layer. Each new scene feels like its own distinct fairy tale but also unquestionably part of the cohesive whole. Nicely done!

Thank you for the kind words! My design philosophy has been to encourage players to master the tools that I give them and to discourage grinding, so I'm glad that came through

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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"

This was incredible! Killer presentation, loved how everything from the opening menu to the story itself was thematically cohesive. I enjoyed getting to know these messy characters

This was fun! Felt like I had about as much control over what happened to me as in a normal roguelike. Got a couple of chuckles. The themed floors were awesome!

THANK YOU SO MUCH! It means a lot! I'm glad you liked it

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)

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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!

Thank you so much! Enjoy!

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!

I'm so glad you enjoyed it! I'd been meaning to upload a free print-n-play version for years; this is the motivation for me to finally make that happen. Let me get back to you!

This was awesome! Embric was a huge influence on me when I played it ~10 years ago, and I was delighted to see that there's more where it came from. The character writing is so, so good. 

I really liked it! I like that you were able to commit to the joke but also tell a really sweet story without compromising either

Sounds cool! There's a lot to be said with this sort of minimalist design (I'm thinking about how Love Letter is probably the one tabletop  game I own that sees the most play). Looking forward to hearing more about it!

And thank you for finding the wall glitch! I'm working on the sequel and just fixed it so it won't happen with that tile again.

Aw, thank you so much! It was fun watching the stream!

Nice! This is a neat subversion of the typical expectation in games that there always is a solution. (unless...?)

Oh yeah, that's right! Thanks! :)

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.