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DESLRV

195
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A member registered Mar 26, 2020 · View creator page →

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It is sort of meant to be a campaign for level 1 to no real set limit.

It is also woefully underdeveloped, so let's see what no real set limit page count will do.

I completely agree, there's a lot of room for improvement that the limited page size doesn't have, including expanding the intro into some rumors, making it mesh better.

Hopefully I'll get to expand on it at some point after the jam.

Thank you for the time and effort, very much appreciated.

I understand tinkering with death mechanics can be a bit contentious, though since how it's done in Galaga was so unique, I felt I had to do something with it.

And yea, maybe 8+1 castles is a bit much, needing to dress them down as much as possible to make them fit was a tough call. Maybe even the wrong one; but then again, SMB-LL had that special 9th world I wanted.

There wasn't much room for all the castles, I hope the vibes carry through enough at least.
All combat was straight out of the games, all three games are basically nothing but combat and some platforming.
I suppose this could be a 0=death thing. Perhaps the term "corpses" was a bit too extreme, but anyone unable to fight, unconscious and unobserved would be taken away.

I like the art and the action is good.

On the surface it might seem like classes that don't have a particularly high str or dex work very well here, but I suppose they have ranged options.

The winged yeti feels like a weird addition, but the glitches are cool.

Thank you, the promotion was from Galaga, and it's just a thing the bees do, except into three bigger ones. That would obviously be too much. It's probably too much already, but the numbers can be tweaked by the DM if it's clearly a bit too much for the party as is.

I'd make treasures if there were pages left, there's bound to be a use for the fire flower. As for the commoners, they're based on the Toads, which don't have much goin on on their own unlike in SMB3's kings, but if this were developed further then definitely.

That is correct.

I don't know how to drive a car and this is not putting in any confidence.

Sweet tunes though.

Very solid, pretty sure it's not in the spirit of things to have progress carry over into other runs though. Also, 75 for the first upgrade is quite rough.

Cute little setup, and quite hard.

I love these visuals, they're so wild.

Very compelling story, very wonderful graphics. Good game.

I'm not reading all that, but I'm enjoying this. The "view previous cards" button causes an error though.

I think some instructions and maybe some sound can go a long way here.

I think the Simon Says one isn't an amazing fit since you need to wait for things, but other than that, it's very solid and looks very clean.

Not my preferred control scheme, but very clean presentation

Very solid, also didn't know I could leave the first screen, but then got there

I'd be cool if there's more than one good ending, because the vines seem like a solid plan and maybe there could be a potion somewhere

I love that little guy, he's doing such a good job

Ah, that's what that is. Yea, I hope it'll be clearer next version. I did also notice a down arrow in the first pit, perhaps you can put that above the pit and the dash instruction below.

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Very clever. Well done. Looks and sounds great, too.

Controls are a bit of an odd choice, but I do truly love the story. Very powerful.

So they are. There doesn't seem much reason to interact with them and there seems to be some space left in the UI for them.

I don't think I've seen enemies drop bombs, maybe the "gifts", whatever they are, are bombs?

This game feels just right, graphics are nice, music is good, maybe the grass and vines are a touch confusing, but it's manageable.

Pure RNG combat makes me not want to engage with it at all though. Running is as much a gamble, so I'll just do that. It seems pointless to enter the final fight with full chips anyway.

Not sure if I'm reading the prompts wrong, but I can't seem to get over the second pit. I press down, and jump and then I should be firing a laser?

It's not much, but what's there is really nice. Dark souls on GameBoy, but with much more uplifting music.

This is really neat. It looks good, it sounds good, it feels good. I think this concept can be pushed further to a different goal though.

That's some crunchy music.

The controls are weird, but the graphics are cool and the mechanics are neat.

I'll agree the concave/convex wasn't immediately clear. Perhaps additional markings could help. Other than that, it's a very pretty, if sometimes frustrating experience.

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I made some money, Dicky is happy. I'm happy for Dicky.

A fun little collection of games. I think I'd like it better if there were no actual luck-based ones. It can feel really cheap if at 90% luck you still lose, but I suppose that's the nature of the game.

Solid graphics and great sound though, feels really good.

This is amazing, it plays and feels good, and it sounds very nice, even if the default footsteps are more or less gunshots.

The game seems to say that testing luck is a chance thing, but I seem to fail even at 8, so I guess that's not it.

This is very impressive, the sound, the graphics, it's all very nice.

Just some small things, it'd be nice to see how many shards I have. A map could be nice. Bombs are both way too big in number and I'd imagine you can get softlocked by running out.

Gotta leave a comment on the music, it's so neat.

It took a bit to figure them all out, but once you do it's hard to lose them. They could all do like the scratch ticket and get harder.

I got bubsied when I rolled 777, increasing knockback, and getting pushed into a hole and respawning on top of the enemy that pushed me into it.

Other than that, it sounds nice and it looks nice. The sprites are maybe a bit too big such that you can't really see, or hit enemies off screen while they can snipe you from across the level. I do think the background is maybe a bit too noisy sometimes, but it does look appropriately glitter.

Plays quite nice, not too enthused about the colors of choice, but it works well enough. The curses are a nice touch, nothing too disruptive, but still disruptive enough.

Up is not jump. Or it is and that might be a problem.

The entire concept of threshold and how to read the numbers on the cards is somewhat vague. I mostly ignored it and accepted cards just sometimes didn't trigger and that I'd have to make peace with that. Same with high roller, I guess sometimes my cards just do some extra damage, not entirely sure how much or why.

Hand size increase feels kind of necessary if you're going for shadow seals. I'm sure you know better than me what happens when you apply two to a card, I haven't tried it.

That's a lot of palettes. I counted 23 and they're all good. Graphics are really cute and gameplay flow is clear after a little while (the intro doesn't tell everything you'd want to know). Really liking the seal mechanic, it makes making a very overpowered deck maybe a bit too easy though.

Growing your hand to beyond the screen is a bit of an issue and of course the lack of music/sound really hurts.

The random entry feels kind of meaningless, but I do appreciate the whole value determining direction. You still don't have any control over it, but it's cool to pretend with the star.

It's quirky, and clear, and it's got pretty colors. It also feels like you've gotten what's on offer by the second galaxy.

Balancing these kinds of games will always be a long time endeavor, something you can't really do in a week. Same with bugs, they tend to crop up after a week.

I do think there's some balance in that you need population to support the non-residential areas, but perhaps it's not quite enough.

I agree the build spaces were a bit hard to find, and I wouldn't mind the music being a bit higher.

Other than that, it looks amazing. Top notch graphics.