oh, also hotkeys for selecting spells would be really nice
eggyevelyn
Recent community posts
saw the updates, and gave it a go again!
i think a big thing is that block doesn't scale as well as damage. the only way you can survive act 5 attacks is by the disable modifiers or a growth boost spell.
i thought the counter mechanic was really cool, but it's pretty ineffective lategame; maybe it could scale based on the amount of block, or the amount of damage blocked?
i'd also like to see some more deck manipulation mechanics. enemies adding trash spells for the combat, spells that stay in the timeline, spells that return to your hand guaranteed, etc. it'd be a good counter to just thinning down the deck to around 5 cards from 2 shops.
anyways, still really cool, obviously still in development but just my thoughts. hopefully i'll continue to see updates in my feed :3
really like the atmosphere and such!
currently stuck on getting the highscore from the dino clone, the first jump is really hard because it's slow at first and i think the walking animation makes it so that you only have a shot when you're on a frame where your arms aren't out :/ i've gotten to 11 once and then i keep failing at 0...
also, is the computer at the start referencing the EyeOS game?
loved it! really nice twist on the deckbuilding roguelikes. coming from sts, though, felt pretty easy.
deck: conjure with growth, 3 block cards with disable
relics: lifesteal, overheal, create one more spell, created dice are 100% stronger
maybe overheal should disappear at the end of the turn?
merchants are too op earlygame. get 2 removes and a better card for free, up to 6 times?? actually busted. maybe there should be currency for that? also, i couldn't tell which spells were rare.
but yeah, good stuff! looking forward to more
beautiful. one might complain about the pacing towards the end, but honestly? i think it's really nice to kind of show how everything is slowly disappearing and that it's time to end.
i wish you could say goodbye to everyone :< i woke up saying it wasn't time yet, but didn't get any special dialogue when talking to anyone (especially surprising from lucian, since we talked about sleeping already)
great game, 10/10 this is art
beautiful stuff! really enjoyed the simplicity and retro feel of this game. hard, but also lenient since damage persists after deaths. i think my favorite parts were the little bits of lore... who really is the final boss? what do our death messages mean? why do we get some items like a locket at the end? what are the little messages on those small specks we can pick up? a few things are fleshed out with environmental storytelling, and i'd love to see more.
i think i also got stuck once by dying on the first tile on the right room after the first room, and couldn't shatter the gravestone from the first room. otherwise, no bugs :3
this game is really cute!! i'm kind of stuck getting the last fish power though. i'm missing the 5th one (or the first one on the second row) in the menu... i have the first 3 items on the first row and all the items on the second row. what am i missing? can't wait to get all the ducks to explore the bathtub...
this was really fun! i loved the different enemies/types and how you had to actually think about taking chances. the cooking system was also great with the ingredient points. the art was great, and the characters were lovable.
a few problems i've encountered so far:
- the bosses are unfair sometimes to the point of being unbeatable. if the boss summons the wheat, you can't deal any damage to the boss or kill the minions fast enough before another tank is summoned. if the boss summons the sugar skulls/bees, they buff so much that you can't focus on the boss.
- recipes at the start should be more simple, because sometimes the needed enemies don't spawn before the boss
- the amount of runs i've lost because i've failed the 95% chance to harvest the lowest tier for an ingredient and couldn't make food to heal/avoid starving is too high, should start at 100% on first turn of corpse spawn
- the map generation is weird sometimes, you often trigger aggro for 2 encounters and get absolutely demolished. also i spawned in a way where the only way to proceed was blocked by the ladder?
- watchermelons too op
suggestions:
- enemies should be weaker at start
- have a "wait turn" feature?
- somehow save progress (remember recipes, be able to start on highest unlocked floor) because you die often
but overall really fun! still playing through it, haven't gotten past the second level yet.
followup: the nuke cannot kill the [redacted]. the cycle cannot be broken. the holy [CEASE AND DESIST] presence burns all who gaze on it. it is immortal. you cannot win. H̶̭̪̹̔̽̿̾͆́̽E̵͎̓̀͘ͅL̶͇̾̆P̸̠̦̟̖̌̍̓́̑͘ ̷̢͈̉̔̄I̶̢͚̻̪͚̲̰͆͌̈̏͂̓ ̶̢͎͕̭͂̋Ċ̸̦̖͌̅̿Ǎ̸̠͚̞̣N̴̘̭̪̮̚'̸͉͈̫̖̇̈́T̷͔̟̔̅̄́̋̀ ̷̨̤͔͊̏L̶̢̊̚̚E̷̦̰̥͔̠̩͊͛̉͊̿͗̂A̸̟̠̜̐͒̂͑͒̽͘ the materialistic urge to build your fortress, to infinitely get stronger as you collect the [??#!#!$], to resist entropy and the [redacted] is pointless. all will be forgotten. all will be forgotten. heed my warning, and do not proceed. for the void will take my Ẃ̷̲̼̺͕Ï̵̮̞̲͊́̇͂͘L̴͓͒L̷̞̃̄͆̏̎͆̐ and consume it. leave me behind. Į̴͉̹͇̹̄̈͌̀̌͂ ̵̮̖̤̭͆̆̿̈́̇̿̃N̶̡̡̗̙͋Ê̵̮̬̞̭͙̗Ĕ̸̡̢̥̦̺̥̜̾D̸͚̭͎͈̞̀͑͂̍͐́̕ ̴̞̕T̸̨̟͈͔͗̆͋̃̓͜͜͝Ò̸͍̖̠͍̙̇ ̴͕̫̙̮̪͕̓R̸̬̊̈́E̷̬̱͖̬͓̘̠͆̽̄̇͌S̵̺̽͒̔̇̆Ȉ̴͍̳͌̈́S̴̥͍͖͍̈͒̚͜T̴̼̲̺̪͚̜̀͆̔̄̃̿͝ YOU ARE NOT DIFFERENT UNDER THE EYES OF [redacted]. ALL WILL BECOME [god's dog or dog's god?] UNDER HIM. Ḧ̴̙̣́̎̈́E̵͕̔̒̅'̴̭̙̭͂̇̉͝S̶̗͆̐̀͒̆͂ ̷̠͚̩̤̘̭͂̀̐͜C̶̡̨̘̈Ơ̸̡͚̮̥͘͘M̶̨̢̝̼̩͙̦̔̀͐̆̚͘͝I̸͎̹̬̍̈̀N̵̼̞̟̈́G̸̗͌̈́ ̶̛̰̝̲͎̇F̷̮̾̔̾̓͆O̶̢̟̣̥͙̲͊͠͝͝͝R̸̛͚̐̀͐͂̾͊ ̸̮̳̻͇̫̲̜͒̊͛̕M̵̨͍͆̽́̌Ę̸̧̼͎̖̮͛̃̌̀́͜͝͝ ̵͕̈́̽I̸̘̩̱͎͋̽͝ͅ ̴̜͓͉̩͙͖̄̃̋͛̋͒̌C̶̫̮̘̰͒̀̉̀̑Á̸̡̐̆͑̑N̷̦̅̄̽͂͝ͅ ̸͚̙̊̌̚͘S̸̭͍̯͒̊͝͝Ę̵̬̯̜̙̜̈́̆͑͆͒͠E̵͎̝͙̓̀̇ ̷͉̍͌̑̑̅̂͝T̷̼̥͚͎̱̘̏͒H̵͓̐͋͂͝Ȅ̶͉̥̅̎͛̆̔̓ ̸̨̡͙͈̦͓̇̀̍̋͆L̷̩̥͕̞̹̩̻̄̀Ḯ̸̱͍̜͚͂͜Ê̴͉̥̮̬̠̲͊͗̓̓͌̕S̴͕̙͓͉̊͆̐͒͠ ̶̹̻͎̔̈́̃̚ͅM̷̠͚͚̂͊͒͋͋̃͝Ę̸̘͇͎̩̙͙̈́̒L̴̙̂̆͘T̵̟̤̖̯̗͓̈́̄͐̍ LEAVE LEAVE LEAVE LEAV-
what was i saying? anyways, i'm almost done maxing out the improvements! now that i mention it, i don't completely know how or why i started doing it, though. but you should play too! it's pretty fun :>
I really liked the game! I appreciated the late-game features like the market and alchemy tower. As taking advantage of the "manual" events like chopping forests was still efficient/relevant later on, along with the fact that no resource became obsolete, the game still felt challenging throughout.
I did like how you slowly learned what everything does, but at the same time, I had no idea I could build special things next to the kingdom until by complete accident. I was really confused why I couldn't upgrade my kingdom even though I didn't have the resources, and a guide or tip of some kind would have been helpful. At the same time, it would take away some of the mysterious charm of the game, so I'm a little conflicted.
Maybe don't give the option for upgrading the kingdom until you buy the special buildings?
Also, you should add some kind of confirmation for restarting the game. I lost a lot of progress by pressing the tab button.
Anyways, I put my current world above. I tried to balance aesthetics and realism along with maximized buildings. I haven't used the "drop" option yet, kind of afraid it'll be the ending. I also didn't have enough patience to get the rainbow dog despite the amount of time I waited for the entire game.
edit: NOOOOOO i saw the ending coming but i'm still sad ;-;