Oops. Thanks for catching that! I added a fix for it that will appear in the next version.
diabolodev
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Thank you so much for saying so!
I’m glad for the feedback, since I’ve also been thinking about some of the ways that the current red skills are too valuable. Are there any specific skills that you think you choose more often than intended?
As for red-only builds, are they really better? I think at some point it becomes more optimal to diversify into different colors since their effect diminishes, like you said.
- The capsule art doesn't do the game justice
- The demo on the title screen is a really nice feature
- The music is good
- I'd prefer if you reverted the HUD when you lose to be like the old version that just had the inspirational quote since that was cooler/funnier
- Actually, all of the HUD is a bit too crowding now. A lot could be simplified with symbols to represent the values
- I don't understand what the game is about anymore since the game didn't tell me my objective. I assume gathering sharks to do town stuff but I didn't get that far
- I didn't like the mouse controls
I'm glad you added a tutorial. From my experience playing before the tutorial was added I had thought I was missing something about how to play the game but now I think I just don't enjoy the process of aligning faces and trying to make combos, unfortunately.
I skipped the basic tutorial because it was slow. The advanced tutorial did a good job showing off how to align a face but, for one thing, 'advanced' seems like poor wording considering how vital it is to understand. I think from previous experience with the game, maybe from watching you explain to streamers, I also notice the advanced tutorial doesn't explain how to "spin" in a circle to change the direction of a face which I would probably felt lost if I didn't know about.
Also it'd be good if the 'How to play' section stood out more if the player is playing for the first time.
Still a really good game. Glad you're still working on it. The new content is really well done, especially graphically.
I started doing worse, then got Arc Beam which I thought was OP, then got Weather Vane which didn't seem to do much except give me infinite lightning against boulders because they had such high HP, then Arc Beam got outscaled by flat damage and penetration, then Arc Beam Weather Vane on the boss drained his health really quickly. It was fun.
Windows tried to stop me from running the .exe, I -think- because you're distributing it unzipped and it doesn't like that.
I did the tutorial again but I wasn't able to retain most of it.
- "Rolling a number while the point is off sets the point" at the moment of reading the tutorial, I didn't know what this meant. I remembered from playing previously this means the coin goes to that number and stays there, but that isn't clear from the tutorial
- I get the sense that the convoluted rules of craps are making the game hard to understand. Stuff like "roll the set point again before a 7" or "while the point is off, on a 7 or 11, do X. however..." seem like a kind of effect to get from cards/chips/whatever and build your run into and not something that should be part of the base kit
I like the way the on-hover menu appears. It'd be easier to read if you arranged the text like
On condition:
Effect
- Double clicking to buy feels unnecessary.
- "Goden Seal" is a typo.
- If you haven't already, you might want to try Cats & Dice, since it's a dice Balatro-like and feels pretty similar to this.
I added some new bosses, a new background, and improved the way achievements are shown. Here's the changelog.
The game should create a 'SolitaireBattle.deck' file in the same location on closing to load from the next time you open the game. If the file isn't there it may be that the .exe doesn't have permission to create a file in its current location, which is something I'll have to add a fix for in later updates. Thank you for letting me know!
It's fun, but too easy and not very deep.
- I imagine with more difficulty scaling, varying types of enemies, and an ending it would feel like more of a complete demo.
- Since there was no impetus to make different/better spells I just found one combo that worked and stuck to it.
- Regenning 1 HP on kill is hugely broken considering how easy it is to get a kill and how small your HP is.
- The shop appears too quickly and I misclicked a few times because of that.
- It would be fun if you get more spell slots as the game goes on.
- I think manually casting your spells is less interesting than VS style auto-casting.
It was fun. There was a nice sense of increasing difficulty, although the monkey area was pretty crazy and I hugged a wall to avoid it. I liked the spike jumping part. It seems like the kind of game where you could be separated from the boat to give a feeling that the danger has increased before meeting up with it again.
I played pretty conservatively with ammo but I was still getting low by the end, I think it's because of the high amount of shots to kill and the high movement speed of enemies leading to missed shots.
The game was really forgiving. I'd like it more if respawns didn't save your progress and heal you, and I think it'd be more fun if the boat could take damage from crashing and if it takes too much you lose/have to jump in the water and fix it. I'd also prefer if you had to stay in the cockpit to control the boat so as to be more immersive and make positioning on the boat a factor. I kept pressing CTRL to try to crouch and dodge shots while on the boat.
The SFX and the early PC/PSX graphics were nice but I thought it would be better with 3D enemies instead of billboards.
>game loop
- Memorizing a tutorial instead of having it appear with info when relevant is a pain
- I felt I was introduced to too much stuff too quickly.
- Every character has so much going on description-wise and I have to pick between 6+ of them 4 times in a row
- You buy all your characters in advance which increases the unfun guesswork for new players while also limiting the depth of the game since you don't get to expand your party as you play. AFAIK all autobattlers are about changing units as you play so I don't think it's a good choice
- The status effects descriptions are really complex. You'll probably want to simplify them for the future so that players aren't confused when a lot of status effects are applying at the same time
>vibes
- I didn't really detect any since the art is AI and there's no sound. Not a big deal for an early demo since you can change this at any time, though
- I'd probably make characters who freeze/poison/whatever aesthetically themed around that
I think it's a fine framework for the early stages of an autobattler, but I'd like if were designed closer to an established formula like Super Auto Pets or something
I got a crash when opening the backpack in the second boss' shop. Wish I could help narrow it down more, but I wasn't doing anything out of the ordinary. I think I need to play more 3D Godot games before I say this is a HtD issue.
Aside from that, everything seemed better and I was having fun. The introduction of a story was nice and I didn't notice any shader loading stuttering. Maybe you changed the way the "move to location" order worked or I was getting better because party control felt less cumbersome.
- I still don't like the way you're forced to play different healers (which I cheesed by starting and exiting a game until I got one I wanted to play)
- The art on the overworld and (especially, since it's the first impression) the intro would benefit from being improved
- Aside from lack of enemy variation, I thought the visuals in the dungeon were nice, I liked the fallen bookcase prop
- On the topic of books, I wish the armor and spells were combined into one list, since I was remembering to equip armor while at the shop but forgetting to check the spell menu to see if I had any that needed equipping
- Now that I'm more aware of party position I realize that I can't tell the difference between friendly and enemy DoT fire zones
- The tutorial puts text behind the location where the enemy HUD appears at the same time as you're meant to be fighting them
- The tutorial broke at the special chips section and I couldn't add a chip to the pass line, I think because i accidentally rolled while it was going on.
- Sucks that theres no way to reset the game
- The tutorial advances if you click the options button
- The tutorial was too wordy and I was expected to remember too much about the craps-specific stuff (worse was that there's no way to check it ingame). I'm not familiar with craps so I retained none of it.
- I won my second run by all in'ing the first two rounds and then matching the win condition on field bets with some special chips that increased payout.
- I think I should be punished for not understanding craps, but in a game that boils down to rolling a dice to win I don't think it's possible.
- Terminology like "on [number]-roll" or "number bet" weren't clear while I was playing. In retrospect I can probably deduce their meanings, though.
- The graphics and audio seem good, maybe a little generic, and the SFX was loud on default volume. I'm glad you didn't keep the background speeding up to an insane pace effect.
i had two crashes where the application went black but music continued to play -- and also some stuttering, i think twice, when first encountering enemies on a new load of the game. i read somewhere that the stuttering is a common Godot thing, though. one crash was when spamming the green mist skill while walking around and the other was while fighting the AoE boss. i upgraded to a pretty decent mid-range PC since i last gave feedback so i think it was actually the game this time
i held off on writing feedback since i get the feeling it'd be easy to dismiss the small issues i'd have complained about because i'm not the WoW-playing target audience and i'd waste our time writing it all out (why can't i stop charging a spell? i always think that escape opens the backpack, etc.)
though, having thought about it, i'd like to say that my biggest peeve is how much micromanaging goes into moving the team. if i were a WoW player on comms i would say "get out of the AoE!" and they would do it, but in HtD we all have to stop what we're doing and walk hand-in-hand to a different location, then i have to press another button to resume fighting (as i recall the game doesn't even visually tell you when you're switching modes, so i've left my team sitting idle while continuing to play before after forgetting to set them to attack)
i hope i don't offend you when i say that i think the game needs more time spent on graphics (UI, menus, text, overworld, enemy variance, hero visual identity -- i don't like how different heroes share models) than there is until nextfest/release and i dread seeing HtD get a poor reception just because it was rushed due to something arbitrary like the meta of joining a nextfest then releasing a month after
The aesthetic is great. I hope you balance healing versus how punishing/hard to identify boxes and serums are, ammo being very limited but not that useful, and the ease of getting a full kit & rescue crystal in the future since those make the game feel less about interacting with items and mechanics and more about grinding permanent upgrades for you and your knife and then just hitting enemies
there isn't much to comment on yet, but the music was good
i don't think you're going to be able to have your cake and eat it when it comes to making a game about doing cute things but it also lets you slap boobs and strip the girl down to her underwear. it seems like two different audiences are being conflated just because they both potentially like anime girl games
if this is a game about building a relationship with a virtual character then i think there needs to be more of a scenario instead of just an avatar you leave idle to unlock customization; it should be 'My Virtual Senpai' or 'My Virtual Co-worker' or something, and it should be implicit that -she- needs a friend because her mood/room/whatever else improves as you interact with her. just a thought
- i played up until around the third set and i didn't ever get close to losing on turns. i honestly thought every level felt the same
- the last version had more information about what each ball and block did that helped understand what was going on. i think you should bring that back
- there were way too many options in the equip menu, and equipping something takes a lot of redundant clicks
- some of these are completely broken, i had a ring that prevented a hero from taking any damage
- i couldn't find any interesting synergies. i thought a support ring would be good on a healer but it didn't seem to do anything
since last demo day i improved the UI & UX and added some new items
a full list of the changes are mentioned in this devlog
- i totally missed this on the list even though i tend to check out roguelites in DD. i think the capsule didn't do much to tell me what the game actually is like
- the screen was so cluttered with UI that i played for a while not noticing that one of them was the tutorial
- though i'm sure many players, especially streamers on DD, would forget/miss that the goal is to find the door, having a textbox onscreen at all times telling me to look for one just makes me more UI blind as i filter out the useless information
- enemies kept getting trapped behind walls, to the point that one of the three strong enemies was stuck at the gate while i walked around fighting everyone else. it was one of two gate guards that i just cheesed from behind a wall
- the indicator for when a strong enemy's swing is going to hit is covered by all the other effects in the game
- the combination of a mouse always onscreen, no mouse interaction during regular gameplay, and no keyboard interaction on the selection screen is odd
i didn't really get it. it's like Vampire Survivors, but i also have several fairly useless skills that i activate manually. i don't think it's an interesting variation of the formula. BUT i get the sense the game is supposed to be like Risk of Rain, and i didn't like RoR, so i might not be the audience for this
thanks for playing!
I still don't get the limit thing fully, I get less SP if I get a big combo going?
yeah, unless you add skills to your build for lowering Limit
Is SP used only for card draw?
it also charges skills and your weapon. some cyan skills add Draw SP that only applies to card draw, though
Player agency felt very low. The best move was always obvious, and I never felt in danger. I'm guessing the shop draft is meant to be the "real" game?
kinda. since it's an autobattler, how you play on the board affects when your skills/weapon activate
i don't know if you've played the higher difficulties, but Jack mode is meant to be something of a tutorial/casual mode