I am such a bad kisser, I blame the alcohol (and those lovely snakes). Fun game, very chaotic and definitely not for taking any serious, I enjoyed more annoying the judges with the awkward kisses.
chubas
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Giving the fact that I ended up as middle class twice, gives me a clue I would have probably not survived the French revolution. At least I pardoned the freedom fighter, you ungrateful people!
I loved the concept, the style and the lore put into it. Frankly, I'd like a bit more of a game element, where maybe the fates of some of them are interconnected (e.g. if you spare A but not B, B ends up taking A's wealth and fleeing, or something like that), and I can see the idea fitting lots of more mechanics. Really well done
Amazing game! I loved the 1 bit aesthetic, and the sound design. It was very satisfying learning the enemies patterns and just winging it.
If you haven't played crypt of the Necrodancer you definitely need to play, missing out on it and it's a very similar gameplay (with the added rhythm as the mechanic, although some characters allow to play freely as in your game). The only mechanic that was not intuitive at first was the potion pick up, killed me more than once by blocking my movement
Loved it
It took me one a couple games to understand the core mechanics and then the strategy. I think the graphics are self-explanatory, but they can be a bit overwhelming at first. The only two things that didn't like is that at first it wasn't clear how you assigned the people to a task (the drag&drop is not clear), and that sometimes the dice would sometime get stuck with other dice and it wasn't clear what number they landed on. I love the visuals and the iconography!
Loved it! Early levels are easy but they ramp up quickly when introducing the irregular shapes, loved that. Will come back to complete the levels.
I am super curious how you designed the levels, since many of them can have multiple solutions. They play more to intuition than planning ahead, but puts them in the exact spot for them not being too difficult while enjoyable. Awesome work!
Would be great if selecting the card required your character to be standing, and you could not move during the jump, otherwise the controls are too janky. I liked the concept, not sure if this is going the puzzle route where you have to carefully spend your cards, or more the try to explore as much as you can and expand your deck route.
Balatro definitely inspired this (perhaps too much?!). Yeah I need a smoother curve to introduce items, and the idea behind them is that you pick the ones that synergize with the artifacts but really didn't have time to balance them, or introduce them gradually. Turned out that the +1/-1 were the most powerful items so decided to turn them into always available actions. I like the idea of previewing the effect of the items, will also try to reduce the random effects of many of them (or lean more into them, as I thought of an artifact which rewards you for playing many "shuffle" effects).
And mouse-only was included (also for mobile), but I introduced an artifact that broke this D:< I'm adding a button for next versions.
Thanks for your feedback!
Thanks for the kind feedback! Yes, the idea is that initially, countdown is the most powerful strategy (gives you multiplier for the number of tiles in your chain) but eventually the artifacts and items catch up or surpass it in terms of strategy, at least that is the idea. The +1/-1 and the items are supposed to help you get that chain, or work around your strategy.
Agree on the color scheme and general readability, I didn't put much thought in these but turned out to be essential (moved away from a single color gradient since consecutive colors tended to be very similar, but the alternative didn't quite work either).
I really like the style and the animation, feels so satisfying to play. I don't know if there was a mechanic to the totem poles that I didn't figure out, I just went with buying the highest cost item each round as that seemed to get the most out, other strategies didn't go anywhere and I was losing very easily. Really well done, has so much potential
Amazing concept and execution! I loved the pointillism art and the overall tone.
It can be tricky to figure out (easier if you ever took any electronics class and had to code one of these), but I disagree with many of the comments, perhaps it only needed a first stage with 2 choices instead of 3. The only think that really annoyed me are the half-lit segments, not sure if it's an stylistic choice but made the game unnecessarily harder, for the wrong reasons.
Really nice game!
I liked the game, played as much as my hand let me, clicking became too frenetic at the end! I regret acquiring the autoclick upgrades, I realized that the strategy was to let 1-2 guys survive which gave you time to clean the place before the next wave and keep your purity, not sure if later in the game I'd be punished for that given the difficulty of keeping up. Nice game!
Love the concept! You are allowed to play past beyond your target goal but at the cost of weakening your deck. Early game lets you roll adding a ton of power ups though. I never got to late game as I encountered some bug and my hand disappeared :( 
I feel the hand name was barely visible, I didn't even realized there was that text until a couple rounds in. Other than that, great concept, and good work for the time given!
