good idea, thanks
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Well, for me it's the opposite. I can reliably kill the first few enemies and then on the second floor before I know it I'm quite literally fighting 15 worms and one of my full health characters died on the first enemy turn. Seriously though, the floors go from having to fight 5 ⭐ battles at most to having to fight like,,, 8 ⭐ battles on average.
Great concept and execution...
but the difficulty curve is a vertical line.
My suggestions: add 2 and 1 star battles, and show all cards that opponents use, not just their reaction cards. They are using real cards too, after all.
edit: starting the game with some block cards would be nice too.
edit 2: another idea! maybe limit the enemy count for battles, the most unfair battles for me seem to be the ones with a metric heck ton of enemies and the ones with multiple elites.
edit 3: Oh and 2 other things, please make us be able to walk over hearts without having to pick them up (for example in case we want to save it for later); and can some of the enemies please chill with the counters?
This is a pretty good roguelike with some nice design! I'd like to note that the lack of a wait button, although sometimes a bit annoying, makes the game a lot more strategic, which is nice. This also gets complemented that you can interact with doors, pots or bookshelves as a wait button, effectively turning the wait button into a resource.
The animations are surprisingly expressive for a pico-8 game. As soon as I see an entity or tile I understand what it is supposed to be, which really speaks to the quality of this game's art.
The game reminds me a bit of a simpler version of "Pixel Dungeon", an open-source Roguelike Dungeon crawler. Stellar work!
Now time for some things I don't like as much: I only figured out that I can break pots after it was my only option to move where I wanted to. It would be nice if the graphics somehow hinted at the pots being breakable, maybe a bright coloring or a glint every once in a while could help with that.
Also it would be nice if there were descriptions for items when I open their context menu, because the lack thereof made me make dumb mistakes like not drinking a max hp up vial "because my health is full", and drinking holy soup at full health to see what it does.
I've also read from the comment right before that the upgrades for weapons are actually effective downgrades, and it seems weird for luring an enemy into spikes to not give you XP.
Overall, a very solid pico-8 project that could be better. 8/10
This is an amazing game that definitely deserves a promotion :D The combat is fun, especially when you get multi-hit moves that straight up delete even minibosses. Although I do have just one gripe with the game and that is that there arent any amazing wacky synergies, most synergies are pretty straightforward, just being combos that you can do quickly and get away with. that said, I rate this a solid 9/10.
A stick game shouldnt be ABLE to look this good let alone on LOW graphics, but here we are. I've always been a fan of the roguelike "play, have fun, end run, repeat" process and this game adds a REALLY fun physics stick fight twist to the whole cycle. 9/10 a bit too hard for me but amazing
ok so I managed to figure out that one of the map tiles in the game is a 4 digit hex editor and I inputted dead. and then a crash screen showed up but I think thats what happens when you beat the game, right?
[SPOILERS TO THE ENTIRETY OF THIS GAME]
When I got to the last room, there was no door. to see the hints I had to undo the things I'd done in the first 2 levels. the hints together read out D E A D. what does this mean? did I beat the game? did I lose?
Well, this is a Roguelite. Roguelikes and Roguelites are well known for resetting all (or in Roguelites' case *almost* all) progress on death, and it is supposed to be that each time you die, you basically play the game from the beginning. This mostly depends on opinion tbh.
This seems like the type of virus that isn't evil, just... annoying.
I love it before even using it.
altho even tho I did not download this (to protect my sanity and be extra-sure of my pc's overall protection) it seems to me that a failsafe input would be nice. something that could instantly remove the goose, until you decide to annoy yourself again
Great puzzle! I really had fun with the concept, my favourite part was when I solved the puzzle, then decided to go down a whole ton of levels and broke the layer counter, that was pretty funny. Also, I managed to softlock myself in layer 11 in the green layer that was inside the blue layer, which was pretty fun.
I also really liked the game, but one thing is that most bullet games have instant acceleration and deceleration, and although I get that it is unrealistic, it makes the game much more comfortable in my opinion. the current controls feel like an ice level sometimes. Still a great game though, thumbs up!
I found a path:
choose the yellow (bottom right) answer for the second question and have the narrator ask "do you think you're funny?" which reliably happens if you answered the first question "alpaca", then said that you do know what a color is.
Then, answer that you do not think you're funny.
Then, the narrator asks you morality questions. after you answer them, I had the narrator tell me that he wanted to ask these questions all along but was not allowed to, and show signs of relief as he tells you that he was afraid of you just being another troll. You will then get a 4/5.
I ended up finding an UNintentional bug in this game about intentional bugs lel
you can clip thru the floor while walking to the next room after the one with the second wallclip
thus falling out of the map
Happens with every blocky game, I swear. minecraft, mario maker, and now cell machine.
edit: I saw your other comment and someone called you sam hogan himself and now I have conflicted feelings
This game was an amazing and... trippy experience, to say the least.
the old crib, you and him in the room, just asking and answering questions.
[SPOILERS FROM NOW ON]
When I got to the part where he says he isnt allowed to say the name of pangea, I hesitantly said it and the reactions of the interviewer sprite and me were the same. I thought he was being controlled, and... he kinda was.
When I saw trust reach 100%, I hastily asked to use the machine, my feelings were all over the place. And when I saw the being the old man was talking about, the atmosphere got even trippier and weirder.
Just imagine a being you can not comprehend, asking you what to erase from this world. I, after some thinking, I chose despair. When I saw my own mind swich on to this weird robotic mode, I freaked out a bit. But when I noticed that it was to remove my perception of despair, I calmed down.
This trippy experience was one hell of a ride, and I am glad I could play this game and experience the strange mood of this interactive fiction.
is it intended that we can remove pre-placed objects in the level? I am stuck on how to get the 30 cycles in level 2 and I think that might be because I am trying to not remove any pre-placed parts even though I can.
I believe this has some great potential, and the ending with the conversation of "sorry I didnt have enough time to make more levels" was hilarious! A post jam version with more stages and commands (and maybe a place to see what you set them to) would be awesome. You did really well with the task of making the main character feel like an actual friend of yours, too! So much so that I couldnt even muster up the strength to say that I didnt like the game just to see Patrick's reaction.
I like the system where even though we are not telling lem to think, we can still make some "if command = not possible, skip command" type systems using the terrain. the last level really made me think :D
a pretty fun idea that could be really fleshed out into some mindbending puzzles :D example: you could make a strict no-collision policy where the robots are not allowed to hit each other, requiring some thinking ahead since there is one action's worth of delay between recording a macro and that macro starting to happen automatically. you could add multiplication and subtraction modules along with the addition module to force the player to do some sophisticated math. the sky is the limit with this project and that just has to be commended.