The non-ultimate versions
BlackLight2
Recent community posts
Ayyy, that's a pretty cool project you have! It's really fun coming up with racetracks with this.
Some suggestions:
1. A wall obstacle. Literally just a wall that you can place with any orientation or length, to block the balls' path inbetween the grid.
2. The track nodes of bridges and regular paths being seperate, so that you can have a track and road going directly on top of one another.
3. Being able to spawn marbles / spawn checkpoints, starts and finishes on bridges, maybe via carrying over the layer button to the race mode.
4. Being able to "link" checkpoints to each other so those checkpoints all count as one big checkpoint. (useful for split paths and such)
Overall a fun thing to mess around / share tracks to friends with! 8/10 would recommend despite being unfinished
This is a really fun concept both in theory and practice, and it's a fun balance needing to micromanage the characters' health, actions and stress. Although I would like to say it's REALLY easy to accidentally make a character mad if you're not careful... especially when the heroes can give you some... strange prompts sometimes.
"Ah yes, hero, let's give me THREE healing prompts while MY WHOLE PARTY IS AT FULL HEALTH"
One problem I have with the mechs (and why I choose to just walk around as a meatbag) is simply the fact that it takes so long to activate a mech that you hacked and in late game when alert is at maximum, it can be difficult to have the spare time to activate a mech before it goes boom. to be honest it's much easier to just hack the mech so it doesn't shoot you and then leave to hack some more.
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 with the fact 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.
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