I played the Spartacus deck which was pretty straightforward and some industrial deck that made your cards cheaper and weaker the more you play which I thought was interesting. The artist deck seemed very unique and fun but I only played against it so I didn't fully grasp how it works. Alright, I'll let you know when I have any more feedback!
Penguin Garden
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Decided to give this another try, I'm liking the changes since last time a lot. The early fights are a lot more manageable so I had a smooth start and I like how you can retry rooms at the cost of insight. Everything was going well and my build was all coming together until I met the boss and he one shot me. Then I reset and he one shot me again. I think it might be a bug though, it was the hierophant and it says that he can sacrifice allies but he used sacrifice on me and it just took all my health. Other than that, the one issue is still have is that player movement is sometimes way too slow. I get it that you might be able to kite forever otherwise and I don't want the enemies to be super fast either but there was a room where I wanted to go up some stairs but there was a hazard on them and it felt almost impossible to cross so I just abandoned the treasure. Not sure what can be done about it, maybe it's not a movement issue but maybe some kind of way to deal with hazard floors is needed? Or if there is one I didn't have access to it. Good work so far!
This looks great, I played a few games vs bots but I have to properly test it with other people in the future! Can you make your own decks or is it just premade ones for now? I tried to make one but I couldn't figure out how.
I like how it's not just a hearthstone rip-off but you actually thought of unique and interesting game mechanics. I've played a ton of card games and a lot of them got incredibly stale and keep reprinting the same cards and effects over and over again. And the effects seem to match the theme of the card which is also cool.
Thanks for playing! The art is not final, I know that there is a lot of room for improvement there.
I'm more concerned that you don't like the gameplay gimmicks but maybe if I ease the player in with a some kind of story mode and not just throw them in full randomness, it could be less annoying to people
I'm not a big pokemon fan but I did enjoy playing it. I like that it's a more sinister version of it and the edgy writing is amusing. It played pretty smoothly, items were clearly visible because of the sparkles and combat had some meaningful options not just spamming the strongest attack. I would like to see ways to run and to speed up battles though. The animations are great but you fight way too many enemies in these games and eventually it becomes a bit of a slog. There's something weird with the executable though, It launches a command prompt and then it quit the game when I was spamming Z or Space or start, don't remember. Someone will assume it's installing bitcoin miners on their pc. Good work and good luck on the final release!
Thanks for the feedback!
The hard drop and reverse rotate are specific for the ninja character. Once I finally make a proper controls page that can be customized I will explain it better there.
There is a character that can't see any blocks and there is also a curse that prevents you from seeing them. Maybe that's what happened to you?
That's a good idea, I will try to make it more flashy. Combos will be added as an upgrade probably but if it's too interesting it could become a regular mechanic.
There are blocks that crumble and disappear and blocks that become invisible but are still there. Maybe I should explain it better in the tooltip
It's pretty fun, it's always nice to see numbers go up. Some random suggestions: I would like to see how many miners I have at each resource, the blood council could show you when there's an upgrade available and it would be nice to be able to demolish your own buildings. Also the woods were covering the first tile you could build on
Thanks for playing! The encounters are totally random so you must have gotten pretty unlucky to have that many inverted controls. Maybe I'll limit each one to 1 per floor in the future. Bosses have 2 skills, a small one that uses up 50% mana and a big one that uses 100% and they use one of the two randomly. I'm still not sure how to handle the difficulty but I'll definitely add some less punishing game mode
I can't move the King to a free column in solitaire. I spent ages trying to beat it without that but I think it's impossible
Also I made 2 folders with the exact same name in windows, immersion ruined!
I like the idea and I love how the OS looks. Would be cool to see what else you do with it, I think it would be nice it it became more than just a collection of minigames but this is still nice
Pretty fun game! I played through the demo and I think you are a bit too generous with lives. I had around 18 left and I wasn't even being very careful. It was also a bit unclear to me when the power-ups expire exactly and the collision for going around corners was a bit strict. Not sure if you want to emulate that from DOS games too or if you want to make it smoother, I can see a case for both. I also couldn't figure out how to use grenades, I'm guessing frags is your number of grenades but none of the hotkeys worked for me. I also liked the puzzles and having puzzles during combat encounters but I don't like how the levers constantly switch when you're just shooting enemies, maybe they should have a short delay or something.
Thanks for the detailed feedback! Haven't heard about peglin, I'll check it out.
Yes, the game still needs a lot of polish, especially with the UI.
Sticking pieces to the side of the board only happens with one specific enemy with the magnet skill. I guess there also is one upgrade for the warrior that lets you rotate pieces even when there's no room. At first I thought it would be really strong but it can sometimes screw you over if you rotate something right next to the end of the screen so it's probably going to get scrapped or at least changed in the future.
Z and space are both for the ninja character and for some upgrades/blessings. Should be explained better in the future.
Thanks for playing! Some of those mechanics exists for the ninja character or as upgrades. The ninja is supposed to be the character for the tetris pros with all the unique mechanics from there while the others have to rely on different tools.
Ideally you should be able to do well even if you ignore the items and skills if you're a tetris god but the enemies get really tough eventually so I can't guarantee it. There's no shame in using the items regularly, you get a lot of them.
Thanks for playing! Learning to use the items liberally is definitely a big part of the learning curve, even I tend to hoard them a bit. However, I think it's wrong to hoard them because the rewards shower you with a lot of items and I always end up with more than I can use. Also, the only thing you can spend gold on right now is more items. Eventually I'll do some kind of tutorial that explains how all the items are used and when to use them and hopefully that helps.
I think in the first floor you can survive without using any items and build them up but my design philosophy is that you have to be using them to survive the more difficult fights.
The stopwatch is a cheap item that you can use to pause fights and even rearrange your inventory. Again, not really explained atm so you kinda have to just know about it.
Who are the most rage inducing enemies?
Thanks again, I still have a lot to work on. I hope you check it out again in the future
I like that you have to do everything manually, it feels more satisfying this way. Maybe it's just me but I don't know if the scroll wheel is the best for the job, it feels like a lighter motion, I've played games where you have to hold down a key to do something similar and that felt more satisfying. I guess here you would need to press 2 keys so it would be more awkward but still maybe something worth experimenting with.
Had some issues with the browser, it didn't let me use my mouse the first time I loaded the game and it had a bit of stuttering at times. I was using chrome
Pretty cool so far, would like to see how it plays when you're under fire and you don't have all the time in the world to fiddle with your gun
I played it a lot, it's really addictive! I died shortly after round 36 on both runs, I though I had a good strategy the second time around but I guess not..
A few nitpicks: The thing that shows your lives looked like an obstacle at first because the cannonball path goes under it. I didn't really get why the timer only works on the last ball which made me get some items that turned out to be not as good as I thought. The boss stages say that you need "double" the score so at first I thought I had to have double the target but it just calculates it for you.
I really like how you can combine items even though I didn't understand it all that well at first and I'm pretty sure I made some of my items worse the first time I tried it. It opens up a lot of possible combinations, especially if more items get added later on.
Good work so far, I'd like to see more in the future. Curious what the 3d area is going to be used for
Played thought it, didn't die which is surprising because I didn't even understand everything super well. I think it's a bit too easy now. I'm not sure I like how the secondary weapons work now, you get too many of them and the lunge seemed much better than the rest.
Also in the second tutorial you can't use the bomb if your health is too low, it should probably reset your health in the tutorial rooms.
Overall, pretty fun game and it plays well
It's really fun to play even in this early stage. Not much point in nitpicking since you're probably going to change most things so I'll list some things I liked and what I'd like to see.
- I love the shop
- The gore is great. It did kind of destroy my fps in the testing room when I spawned a bunch of enemies though
- The weapons feel very powerful which is great. The flamethrower not so much. It's not bad but compared to the rest it doesn't have the same impact. Talking about the actual feel not the stats, but it did also seem to do less damage, the big enemies are near impossible to kill with it. Would love to see alt fire modes for the weapons too.
- I like that enemies have projectile attacks. Much more interesting than hitscans imo. Would like to see more of those and maybe some different attack patterns so you don't just circle strafe around them. The enemy designs seem a bit random but they're alright I guess
Really fun game, the original mario arcade game is best mario.
I got to the boss on my second attempt but died there. I'm not sure how close I was to beating her, would be nice if there was some kind of indicator. It's pretty straightforward to learn but also a decent challenge. The only enemy that really annoyed me was the bat - it's really hard to hit and it's not even a crab!
Well it's certainly very unique, I don't think I've seen a concept like this in a game before. It's a bit too much effort for me though, I couldn't even do the first part properly. I think you'd have to be a big pokemon fan to be invested enough. It's also kind of hard to tell what exactly you did wrong.
It does look and play very well though, pretty impressive from a technical standpoint
New since last month:
- Expanded the reward system, characters can now gain unique class-specific skills
- Dungeon layout visual change and you can now move to any revealed tile
- UI changes and the first attempt at designing characters (only Ninja so far)
- Rare and legendary enemies have new unique modifiers
- New character: Zealot - spellcaster who generates mana and casts spells (everyone else doesn't have mana anymore)
Thanks for playing! If you mean the active player abilities, those are a bit undercooked right now. I'm considering moving them to one character and having the rest only use items. The passive skills will also be a bit more fleshed out, I want to make all the characters very different.
There are no quick time events now but there are some bosses that have pretty powerful one time abilities that you can kind of see coming. Not sure if I'll also add quick time events but I'll consider it.
The visuals do need some work yes, and I think having unique sound cues for everything that happens will also help a lot.
Really interesting game, I was trying to reach the boss but eventually it crashed:
LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 452]
Illegal call to StaticFindObjectFast() while garbage collecting!
0x00007fff62857374 KERNEL32.DLL!UnknownFunction []
Crash in runnable thread Background Worker #3
It was kind of running poorly when a bunch of enemies were on screen and I had 4 of the spawners on one level and they kept spawning mud golems so maybe that caused it. Although it crashed in the next level.It was pretty difficult at the start, I had to restart a few times until I got going but it was interesting enough to keep me playing which is good. I feel like the starting deck sucks. There are a bunch of modifiers and types of damage which I never got to use because all the starting cards do the same thing and you can't really build a strategy until you've cleared a decent amount of rooms.
Also when enemies are below you it gets a bit annoying because you have to reposition the camera before you can target them even if you know where you need to aim. Or maybe scrolling with the RMB just feels unnatural to me.
Great work so far, the gameplay is really fun
Really fun game! I played through the whole thing.
-I think the start is pretty slow. Once you get going the pacing is good but at the start you kinda just wait around and do nothing for a bit. Maybe a way to speed up the game could help?
-It would be nice to see if the upgrades unlock something new or not. Sometimes I would get things I don't need just because they may unlock something.
-The hotkeys should stay the same even if you don't have an active skill. If you're doing things fast and you get a new potion/heroic strike it can be annoying
Overall pretty good, I'm looking forward to seeing more levels
The hub was a little too confusing. I didn't even know I "picked" a character or where I was even going. I ended up going with the "cactus" and had some issues going through the pipes. When I learned there were different characters I tried the bony fish thing? and that one felt a little easier to use.
I do like the visuals, it has a nice PS1 vibe, and I like how the different characters play. They seem pretty unique
Pretty fun game, I have a few complaints though:
- Bullets are Really hard to see, they blend with the background
- Money is hard to collect, also does money do anything or is it just like score?
- Would like if it switches to new guns automatically, I didn't even know you can switch weapons for a while
Thanks for playing!
Well, it is supposed to make it a lot more challenging but I get that some of the modifiers could feel frustrating. Which are the ones that felt fair and which ones felt unfair?
It's true that using a mouse just for some UI elements is awkward but I haven't fleshed out the controls yet. There will be custom hotkeys and gamepad support later. Ideally you won't need to use the mouse at all in the future
Would like to see some original cards, all of them look like hearthstone card effects. The deck master idea is interesting but it's way better to pick 1 mana cards from what I've seen. Also is there any restriction for your deck? It says 30 cards but you start with less and I was able to play with less without any issues.
The gameplay seems to work fine, didn't encounter any bugs and I managed to beat the arena! The AI has terrible decks but the increasing health made it kind of a challenge.
Changes from last version:
-More items and enemies
-New skill system and rewards after each fight
-New sounds and some UI improvements (still mostly placeholder art)
-Curse and bless rooms now work
-10 unique floor bosses (some unfinished)
-All the playable characters were reworked and are now a bit more unique (and the gambler doesn't insta lose the game now lmao)
-You can now see the rooms around you so you're not totally blind
-Rare and legendary enemies which are stronger but give better rewards
All the encounters are totally random right now so you might get a brutal start, sorry
Thanks for playing and for the recording, it's very useful!
Idk what happened to the gambler, I swear it worked before. I actually increased the difficulty at the start slightly for the demo because I thought it would be too boring, I guess I was wrong. I will figure out how to make it more approachable for the next demo



