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Colorful_Echo

4
Posts
21
Following
A member registered Mar 17, 2022

Recent community posts

Holy this is hard. You were not kidding. It does take a lot of experimenting to see what works better at the moment and what to do moving forward.

One thing to criticise: the text in the whole ui is too small to read. I could barely see what is written on each building description and what the numbers are..
The main menu and text box from the tutorial guy is fine.

I love the retro vibes and the description of the premise alongside being in space reminded me of Steven Universe!

There seems to be a bug where some of the screens with are pushed to the left side and a huge chunk of the text ends up beyond the screen and can't read it. Both in fullscreen and in windowed mode.

This game was really fun from start to finish!
The minimalistic visuals during gameplay with the music makes a great atmosphere and fills you with tension. You don't want to screw up your turn.
The overwolrd map is pretty detailed as well, you can easily recognise and differentiate one area from the other and they don't look the same. 
The difficulty also rising as time goes on and the closer you get to the stronghold, felt well balanced. Didn't feel too forgiving nor too punishing.
Another great thing is there's a lot of card options and each region has unique cards that don't appear anywhere else. For this build it the amount of variety felt right.
I like how you drew everything and the overall look.

I have two points of critique:
1. There aren't as many ways to counterbalance you earning gold. You can just buy out all deck spaces before reaching a halfway point and be the richest vampire in the kingdom without much issue.

2. Some cards with passive abilities - such as Taxman - despite their descriptions, I couldn't trigger, they just refused to work. Maybe I failed to understand how I'm suppose to position when drawing them or there's something else I'm missing.

This is great! Love the direction you took with the theme, it's a perspective we need nowadays. And the gameplay loop is simple fun, but I wonder if as you progress there'll be more complexity - such as hacking mini-games for example - added and different routes to the story. Also, I like how every mechanic present in this demo has different animation, including wall-jumping!
I'll be eagerly awaiting updates to this game. Not just for the story but also the pixel art :D.

Speaking of wall-jumping, it's a bit clunky to move around after getting this ability, cause whenever I jump between tight spaces, the character automatically holds onto the wall even if that's not needed. Could this be changed to character holding onto wall when holding a button?