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CrunkNation

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A member registered Oct 14, 2022 · View creator page →

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Absolutely!

It sounds like you are very much the target audience so I'm elated to hear that you think it holds up against those games (which I am a fan of as well). 

That's an interesting thought on the loss system, and I greatly appreciate your feedback. My first worry is that it could result in frustration with repeated early losses.  The rationale for the current 3-loss system is: from what I can tell so far, the most fun part of the game is once your build starts to really come together and you can get some satisfying, optimized big spins (midgame), so I want to make sure most runs can make it to that point. 

On reflection though, there may some other approaches that keep the tension higher while giving a good chance to get a nice run going (example: maybe the first 4-5 battles are all singleplayer and then the final few battles are the high-stakes pvp; all the while 1 loss means game over) 

Thanks so much for checking SpinFighters out and sharing your thoughts!

Thanks for giving this autobattler a try :) I'm glad you've enjoyed the changes so far, only more to come!

Thanks in advance! It looks like you're a fan of Luck Be A Landlord so I'm sure you'll enjoy this one too :)

(2 edits)

Spin Fighters is a fusion of 2 concepts: roguelike deckbuilder mechanics in the vein of Luck Be A Landlord and other 'slot-machine builder' games, and asynchronous pvp autobattler mechanics, similar to The Bazaar. 

You can draft cards to boost your stats, augments to improve your spins, tactics to give you an edge in combat, and spells to define your fighting style. Manage gold, balancing gaining interest and spending on rerolls and card removals.


Use spins to draw cards from your deck to power up your fighter's stats to make yourself more powerful for the combats.


 Each combat pits you against a snapshot of another player at the same point in their run. Which means: play at your own pace and you will always have an opponent ready & waiting! 



The public version is a free alpha build which will receive additional fixes and improvements based on feedback. With positive reception, a more extensive final version with additional mechanics, much more content, improved polish will be developed and released.

I just made SpinFighters public: https://crunknation.itch.io/spinheroes

Simple premise, but solid execution: nice SFX, game is fun and engaging. High score or something similar would be cool, as well as a way to ramp up the difficulty or introduce new concepts more as you go longer, as-is, it can become a bit repetitive. 

Excellent puzzle design

Love the artistic aspect the most! Nice entry

If you need an extra game to go through: https://itch.io/jam/go-godot-jam-4/rate/2064338

The controls I struggled with, it went through even worse iterations. The issue was players naturally want to click to place a new creature but also sometimes click to view handbook page of the unit clicked on, and it wasn't easy for me to come up with a simple way to distinguish the two apart from what I landed on. Re: tutorial, I agree, that's something I wish I had done better than text strings.

Regarding theme, one layer is the less spawns is more skill, but also the concept of creature transformation; the number of creatures is always conserved but they transform, meaning less of one creature always means more of another (different way to think of Less Is More). At least that's how I rationalized it :) . Thanks for feedback!

It's a hard game, don't worry :) Glad you liked it though.

Thanks for the feedback, I'm glad you enjoyed!

The navigation layer is a little complicated, but I use flow fields and hierarchical grids to figure out how to move towards the nearest enemy for each unit. Then, each unit is also treated like a boid (https://en.wikipedia.org/wiki/Boids). They have multiple incentives, including cohesion to allies, avoidance from obstacles (friendly units/walls),  alignment with flock, and, crucially, ranged units have an additional force to run away from the nearest enemy within their attack range while their weapon is on cooldown. This creates the behavior you noticed and the tendency for ranged units to hide behind allies and kite enemy units, whereas melee units have an additional force to pursue the nearest enemy rather than avoid.

It's an interesting idea to be able to control a single character or a hero character while the chaotic battle unfolds, though it's also not necessarily in line with my initial vision for this project. I've had less time to work on the game lately so I wouldn't expect this feature soon. Maybe in a future follow-up title :)

Thank you. I've taken your feedback and added floating damage numbers and health bars to hopefully make battles easier to follow. 

Thanks for playing!

Thanks for the feedback -- very useful! I've started adding sound to the game, so far just combat SFX in the last update, but more to come. 

Support unit behavior is now on the list of things to improve (right now they will always target the nearest viable target, ie for Beastpriest the closest damaged ally, for leafsprite the closest debuffed ally, for cultists, the nearest ally). Will tinker with that.

Great idea to save and load army loadouts as well. I will try to implement something for the next update.

The all-grey palette will be changed at some point but that's lower on my list of priorities. I'm glad you were able to look past it for now :)


Thanks for playing!