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Eicy

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A member registered Mar 04, 2024 · View creator page →

Creator of

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Balance issues aside, the damage mechanics are quite novel compared to other Vampire Survivor games, and it would be great if some build upgrades were added in future updates.

For the last hypnosis segment, I invited a friend who is very good at FPS, and he’s already broken down.XD The game’s atmosphere is quite interesting; it would be great if hypnosis could be simpler.

You can try making it a rhythm game, switching between two tracks and pressing keys according to the beat

This gives me a Portal-like feeling, haha

It’s a very interesting game. The music and visual style give people a very soothing feeling. It’s a pity that my brain is not good enough and I got stuck at level 12.

It’s a quite good idea, the rules are simple, but it can construct quite complex levels, very interesting

As the game is not yet completed and lacks sufficient guidance, I am writing down the settings for the cardplay section here.

Each time the Champion takes physical damage, it gains damage reduction equal to 7% of its current lost HP percentage. All damage reduction is removed when it takes magic damage.

Card 1 Type: Physical Damage Effect: Deals 300 physical damage per second for 10 seconds.

Card 2 Type: Physical Damage Effect: Deals 10,000 physical damage instantly.

Card 3 Type: Magic Damage Effect: Places landmines along the Champion’s path. Each mine deals 1,000 magic damage when triggered.

Card 4 Type: Physical Damage Effect: Summons a spirit needle from every empty tile, flying toward the target point. Each spirit needle deals 0 base damage + 60 damage per tile it travels. Collides with enemies to deal damage and disappears on impact.

I really like your art style — it gave me a bit of an old-school Famicom vibe. When I encountered the dragon in the final loop, I honestly thought I was done for, haha!

this game is really cool, you’ve got to update it after the jam!

thanks for your playing. If possible in the future, we will complete the full gameplay we originally designed.

Thank you so much for playing! To be honest, we only finished coding the card mechanics half an hour before the submission deadline, and the rules were written in a rush with just a few scattered bits of the setting. We’re really glad you still gave it a try.

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Thank you for playing it! If possible in the future, we plan to refactor the code — the programming part held us back quite a bit, which prevented many originally interesting gameplay ideas from being realized.

so that’s how it is XD

very interesting

I would like to know how you designed level 20. I passed it using only the tp boomerang, but when I saw the pull rod, I got the feeling that it may wasn’t originally intended to be passed solely with the tp boomerang.:)

don’t worry, I had a great time playing;) A little challenge could make it more fun

it’s fun,but the last level is difficulty to me haha

The game isn’t very forgiving in terms of player control and collision detection, so without some practice, it can be quite challenging to complete. That aside, it’s actually a pretty solid game.

it is ok now

Actually, we haven’t finished it,sad