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ducomors

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A member registered Mar 28, 2021

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I got 7-10. Tried 4 again. Failed. Writing out why 4 wasn't possible finally got me the solution. 

This is a really good level design for a fairly simple core mechanic.  Bravo

I have no idea how you could possibly do 4. And I haven't spebt the time to completed 7 yet. But well done

It's the developer's first published game. And I noticed the ai assisted tag. I am guessing it is someone very new to coding. 

I agree this probably should have been noticed before the game got published. But I am going to just leave the simplest feedback and move on with my life. If the developer fixes it, then awesome I helped someone with their project. If they don't, I didn't lose anything but the minute or two to type the comment

You have an off by one error for meta word validation compared to scoring. Scoring uses the highlighted column. The validation uses the column to the left of highlighted 

Fun base concept but it scales too fast.

150, 226, 337, 506, 759... so 1.5x per. 

Closest I've gotten was on the boss on round 6. Where the target was 1708... and that was choosing the shop every possible time even if I had no money.

1708/4=427. So you need 4 hands that average 427. Thats at minimum there are 3 yatzees

Possible combos:

A hand worth 88+and three yatzee with 6s

A 4 same of 5s and a 6, a 5 yatzee, and two 6 yatzee

Or four yatzees of which up to two can be 5 yatzees and the rest have to be 6 yatzee. 


And most the upgrades are useless...

+x to hand contributes 4x which is likely less than 40.  (2% of 1708)

Basic die, I already have 5. I don't need more.

Balanced die: per above, not worth taking since there is no 6 and a 6 yatzee is required. 

Dice face, per above, unless it is 5 or 6 it's not worth taking. 

Pair boost: you would need 15+ to get a high enough multiplier. Probably need 300+ coins which is not available

Full house multi. This might be worth it. I didn't check. 


And the reason I am commenting this here rather than your survey is because I don't want to give an email but the survey required a sign in. 


It's not a bad concept but riddled with scaling issues meaning that it is more luck than skill and closer to a grind simulator than a game. 

This is really good. The mechanics are fun and fairly intuitive. 

Rewind isn't a true rewind since it is possible for the back and forth to be in the other state. But frankly I like that way because you can get weird interactions

7.4 is maybe a repeat of another level? The layout is the same. might be different peices/restrictions.

I wanted to keep playing past the 32 levels.

Top notch. Seriously.

Good game. Little hard to read the font in mobile. seems like the gameplay loop is a little kacking to me. Generally it seems to be. Get the most cards in hand as possible, heal damage, then sleep away all the bad cards. 

I would love to see some inversion like play one card that would normally lower health but instead raise health. 

The multipliers are interesting to stack but fun. I got 172 shield at one point (which made the text wrap btw)

Shimmy Legacy community · Created a new topic I win

If it weren't for the 10 letter limit I could have kept going with educational.

Most of my play through relied on [stationed, stations, station, stated, state, stat, sat, as, I]

[Stationing, gestations] were my most common 10 letter words. 

(1 edit)

The lottery card was in my hand not on the board (until the last moment).

I didn't get past the end of the demo at 100k. 

Most of the time was spent with no assets on the board, or the lottery cards before they moved to 777. 

Theoretically you could use rerolls cost as a money sink as long as you don't go over 100k at any one time. 

But I found it easier to stop earning income and use the gain 5×2 seconds ever 20/3 seconds with a "trigger this effect teice per cycle"

You should probably make copy unique. Being able to copy a copy, where each one can be used 2+ times leads to some big numbers.

In the same run within this demo I got 1.1 billion silver coins, a lottery card up to 100k every 10 seconds, and infinite time. Thats just where I stopped. 

Good game could use a dictionary

On tongue:

# of Dots = # of crosses

Slash = 0 crosses

On holes:

# of Squares = # of lines exiting this hole that must be at same vertical or horizontal

# of Slash = # of lines exiting this hole must not be at same vertical or horizontal 

It's not a bad game. Got good base mechanics. There are just too many levels that have the same solution, and too many elements that have the same mechanics 

61, 63 and 67 are the same puzxle rotated.

69 and 75 are the same puzzle almost block for block. 

76 and 78 are block for block the exact same

Additionally there's some mechanics that are repeated. The color splitters never are actually any different from a normal splitter, arrows and mirrors are the exact same functionality. 

Theres no shame in a game with fewer levels or fewer mechanics.

Also this is a puzzle game let me try the puzzle before you give the solution in a bit of text

Honestly this is a really fun simple game.

Needs a bit of instructions because I didn't realize you could 'play over' letters to progress at first. But generally very well done. 

I do think that different groups of starting words are easier than others but generally it's flexible enough that most can do okay

Highscore: 488

(1 edit)

Happens on mobile too. Odd because I don't have issues in prior games.


ERROR: Condition "!is_inside_tree()" is true. Returning: false

   at: can_process (scene/main/node.cpp:902)

Phase 7 has a triangle which is impossible

TR needs to be one step before TL and BL

TL needs to be one step before BL

BL cannot be both one step and two steps away from TR 

(1 edit)

Console:

DOMException {code: 9, name: "NotSupportedError", message: "screen.orientation.lock() is not available on this device.", INDEX_SIZE_ERR: 1, DOMSTRING_SIZE_ERR: 2, …}


This will likely be my last bug reported. It looks like an interesting game but apparently needs more testing. Best of luck

New error:

Type error: permission check failed

Same thing on game load


Crashes on start up on mobile

(1 edit)

Mobile doesn't seem to support camera movement (scroll, move and zoom) android in browser

ADJACENT community · Created a new topic Color.

white text on a yellow back ground is basically unreadable. 

figured out the level editor. Didn't realize it scrolled horizontally. 

Flawless game

This is an amazing puzzle game. I haven't finished yet but wonderful. 

The level creator on mobile seems a bit broken as I cannot figure out how to make white squares. But beyond that flawles

Attempting to end a run.


Also sometimes the keys for soul shackles don't work.

I win?

You can coin flip multiple times. 

Not sure what I am supposed to see here but I can't do anything but back and the checkmark. (Also your edges are off but thats cosmetic )

No more details were given

i tried playing graggle, I don't understand. I didn't understand game play. I don't kniw how the gane ends. I tried 2 games the first the enemy was gaining on their character. But I never gained on mine. I eventually sacrificed all my cards and didn't get a "you lost screen". My second. I got a few moves in when the enemy drew I think a 6th card and then never did anything else.

I exited out to have the run above but heard 2 set of music. i am assuming the music from graggle is still playing. 

#1


#2

I am glad to hear that the game play suggestions were already being looked at. Nice!

I understand not being able to afford full QA. Having something that sends the error logs to you automatically may be a good idea so you can see what happens the most. 

The sheer number of edge cases is also why I suggest handling them more gracefully. If you can get the errors wothout relying on showing them to the player, then handing them better can make them less disruptive. 

All in all, great game. I want to see where it goes. 

I found a valid solution (using as few tiles as possible: 29,  I think) for 17/18 but the win tile is not lighting up. 😕

This is truely an amazing game. It is fun. It is interesting. It has great replayability. But it needs some work. 

Bugs

First of all is the soft-locks and game breaking bugs. there are quite a few. I reported one earlier. I have seen a couple more. (Described below). Even if you cannot fix them they need to be handled better. *1

Suggestion: instead of crashing revert to the map either as passed the current level, or revert to before the current level happened. 

Suggestion: instead of softlocks and/or crashes there needs to be a way to end run in the middle of combat so there is a way to at least get your gems from the current run even if it breaks. 

Map

Having the same map every time gets a bit boring. It would be nice to change it up. (even if it is just a few different maps possible) *3

Items

I think there are a lot of interesting items.

having items that get auto equiped and decrease strength until you are only doing 1 melee damage each hit can lead to brutal situations. Especially since you cannot remove items without killing everything or taking damage. So far this has only been an issue in the first room. (Perhaps not allow items that have negative strength from being dropped in the first room?) *3

At the end of the round, you suck up all of the items on the board. I would have expected you get those items but that doesn't seem to be the case. (Bug?) *3

Healing consumable items will randomly heal you for 5 instead of 10. If this is intentional, the reason needs to be spelled out to the player. (Bug?) *2

The cannon item always seems to make my character overweight and is thus unusable. (Bug) *1

The relative sizes of items don't seem to match up with their usefulness. *2

Characters

unlocks: having characters that can only be unlocked by other characters makes some sense but leads to long chains that are tedious. I have a fair few hours in the game 10+ but only have sage, warrior and ranger unlocked. *3

Sage's ability is interesting but not obvious. Having some summary of his ability score changes in a room/life would be good. *4

Souls

I like the idea of souls but I really didn't understand how they work. You gain blue from damage and collecting exp. You gain purple by killing enemies. 

However I don't understand when it calculates souls. It calculates when I take damage and when I have enough potential to end the level. When I kill everything but don't have enough to end the level sometimes it calculates but sometimes not? If it does calculate, the growth is very slow and the level goes on too long. If it doesn't the level is over fast. (Based on balance, not calculating feels like the intended outcome) *2

Levels

I am guessing the blue orbs dropped by enemies are exp. I don't understand how many are needed for a level up. *3

In addition the use of levels and souls are counter to each other. High souls means many kills all in one soul drop, the level is over fast and exp is low. High exp means a lot of kills in separate soul drops and the level is over slow. One of them needs to change. *2

 Suggestion: get rid of exp and levels entirely. Make it so you have the same attribute bonus screen (same as current level up screen) after each level. Add at least one item to allow players to get a second attribute selection screen. Change sage's ability to be selecting 1 or 2 extra attribute bonuses per level. (Plus it makes safes ability far more obvious)

I love the fact that getting duplicates of one ability merges them to give you both/all as one ability. This is genius, and makes duplicates far more interesting. 

I randomly got a choice of 4 abilities one time. No idea why. (Bug) *4

The idea of the combo meter is nice but it feels slapped on. Not much use but also not really in the way.  By the time you fill it up most things have probably been hit enough to be dead anyways. *3

Suggestion: replace with a hit counter. Every hit enemy adds one, falling off map (with enemies on screen) subtracts a static amount, restart at zero on the next level. Adding an item to lower the max of the hit counter may be viable but it feels like explaining it to the player will be hard. Perhaps one character like rogue could have a lower max, backstab-esque. (Good since the character requires some playtime to unlock, and more space to explain.)

Minigames

I have yet to see any real benefit of the minigames. Especially compared to the shop. Perhaps I have gotten unlucky but they seem not worth it. Perhaps buff them or perhaps scrap them entirely. *2

The tickets you can level up in the forge seem to have no effect. (Bug) *3

Errors:

Stuck on this screen, after opening inventory during level end sequence

It is possible to get your character seeingly stuck in the launch pipe after falling off the screen. 

I have seen others but forgot to screenshot. 

Conclusion

This is an amazing game rendered nearly unplayable by the sheer number of bugs, crashes, and soft locks. Please get play testers / QA to help fix them. But please keep working on the game.

Appendix

I labeled issues/feedback by priority *1 is higest priority *2 is next, then *3 etc. 

*1: game breaking issue needs resolved immediately.

*2: major content issue, should be priority to be investigated and discussed. 

*3: niche issue but major when it happens. Or improvement that can be made over time.

*4 odd one offs that are weird but not breaking. Fix when you have time. 

I also labeled probable bugs as such. 

All of my play time and thus bug finding has been on mobile, browser version, running in duck duck go browser on android. 

No I won't join your discord. Sorry in too many servers already. 

Got the following error/crash when on the final boss (of the first world, if there are multiple worlds. Haven't beaten the boss yet.)

A bomb was blowing up, I think the boss was at low health but not 100% confident. Might have killed the boss with a bomb?


The page at "https://html-classic .itch.zone" says:

############################################################################################

ERROR in action number 1 of Step Event0 for object obj_pickup_common_2:

Pop :: Execution Error - Variable set 

failed bombed - read only variable? 

at gml_Script_bomb_process_damage

#######################################################################################

gml_Script_bomb_process_damage

(line -1)

gml_Object_obj_pickup_common_2_Step_0

dang you quick. 

Tooltips are much better for resources, either by blindness or lack of understanding I still don't see tooltips for use items or equipment. Anything I try just uses the item or goes through the equip steps. 

I tried tapping on things when the creation modal is up but also nothing like a tooltip appears.

Thanks for the help! 

Cute game. a bit stuck at the layer under ice. Just trying to get resources is slow-ish. Mostly finding myself short on gold. And gems get challenging

I know you said partial mobile support, it is really had to get the names and description of items on mobile, perhaps an examine mode where clicking an item forces the name and description to appear and stay til a second click. For use/equip items block using/equipping the item while examine mode is up. 

It would also be nice to know what items do before crafting them. Not sure if that is on non-mobile. 

No idea if this project is still alive but I beat the current version record: (according to description) 

You need something as an anti-poison or clock work heart is killed by poison nearly every time. 

Additionally taking clockwork heart seems to not allow you to keep any gains to max hp between rounds, which is very punishing. It also make max hp items virtually useless.

Finally if fighting the big boss and a watermelon spawn in the slot directly down from the boss it is impossible to select the watermelon. 

All that being said good game, decently well balanced

This is a really well made game. The mechanics are wonderfully intuitive but leave a lot of complexity open. 

I am at 18  kittens, 25 stars and 22 cryptids.  and I know there is more to do still. 

no, there is another way to broken warp.  what can be done with the third kitty?

I would recommend adding a bit more to the description on how to play, I nearly discounted the game as not having any working currency mechanic. 
For other who are confused: Click to shoot the laser, Point it with your mouse.
Shoot straight down to mine and gain currency. Shoot the meteors to defend your base, when your shield reaches 0 or lower you lose.

Also I would really appreciate a button to open the shop menu so I wouldn't have to drag my mouse up there and interrupt the defense or mining.