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ekobor

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A member registered Mar 18, 2020 · View creator page →

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Got those things fixed. Thankfully they were pretty easy to do-- I'm glad I spent a bunch of my time learning how to make the code as modular and readable as I could.
This project was interesting as I learned that the two parts I like best of the process (so far) are the ideation and the code management. Neither of which are what I would have expected, given my other experience/skills coming into this.

There are 10 objects:

2 mugs, 2 pillows, a photo, a plant, a calendar, a poster, a blanket, and a set of books. 

The books are probably the problem here, as I just found a bug with them-- there are three sets of books, but the next set only shows up if you choose to discard/donate the one previous. If you chose to keep either the purple or green books, there would be a hidden set that isn't accounted for, so the end wouldn't trigger. ^^;;

Gonna fix that now.

Also realizing I should put a "start over" button of some kind on the end text card to make it clearer that it's the end.

Gonna go fix those things now, thank you.

Hopefully for my next game attempt I'll be able to get someone to playtest so it's not just me!

It would help to have a slightly more distinct difference between the colour of an upgrade you have maxed out and one you haven't. 
I was starting to get really frustrated, thinking I was being forced to grind.... and then finally realised I could continue upgrading my health, damage, etc 🤦‍♂️

Love it! Just enough complexity to stay fun, not so much as to make my brain hurt.

The coin sound effects are a little sharp for my ear, but fit well with the theme. 
I wish when you restart after losing that you didn't have to sit through all the intro text again. 

I'm not the best at mental maths, so an option to have the game tell you the possible outcomes for each coin before you flip it (Like, if I have 205c and flip a coin with a possibility for +10x/-10x it would show something like +10x(2050c)/-10x(-2050c).
Obvs for 10x it's not that difficult, but for 0.33x? That's a bit much for my brain. 

'course, that may be an intended part of the difficulty. For me though, it detracted from the experience because I was kinda just clicking things with hope in my heart at times.

Overall, though, I quite enjoyed the experience. It's a fun little betting game!

Great sound design fun gameplay!
Crashed when I won, unfortunately.
Would love to see this expanded, maybe with branching research paths? (Vampirism isn't the only way to imortality, after all ;) )
It feels a little too easy, as-is, to just sit back and build an army of thralls, rather than actually pushing your luck or risking anything.

Quite fun! 
Wish there was the option to go for more than 5 turns; like keep my tower after the 5 and then do another round after having eaten away at it. 
Would be more fun to see it get taller, and the difficulty of having to build on top of the tower after would make choosing what pieces to eat more interesting, imo.

Enjoyed it; seems to have worked well on my phone.

Would be nice to have a way to select a card and see a description of it without using is as an action. I threw the first gem at the crystal ball not realising that going back out the door would change where I went. Thought I was competing a task. 

Would also be nice to have a way to use consumables without selecting a target first; took me a bit of time to figure out When I could eat.

Overall, I look forward to the future development!

Looks great! I might be able to get more play time in with this :D

Any way we could get a page of just the session notes on either side? To keep notes consistent past four sessions?

Got there safe first run :D 
I don't know if I just got the sextant too late to end up not finding anything with it, but I'm not sure how it was supposed to work compared to the buoys 

I didn't find L+R+U worked, but L+R+Z did. 

The way your control instructions read it seems you intend for folk to hold L+R+U the hold time they are flying (except releasing L or R to turn), but that just had me spinning-- holding Up alone, and using L or R to turn as needed worked.

Sometimes when trying to get passengers onto the platform if I walked at the platform I was shoved backward; jumping on approach and to get up fixed this. 

It would be nice if there were a way to tell the passengers get into the ship without having to walk past(and possibly pick up more that you can't stop), and to stay put (so they don't get fried on the landing pad if you accidentally pick up too many), but I assume that is intentional as part of the challenge?

Fun concept, needs some work on the controls and sound-- that ending is WAY too loud all of the sudden.

Thank you very much, it makes my hoard a little more complete :)

Thank you so much!

Love it!
Would it be possible to get a one-page-per-page download option?
I want to print the zine as a booklet, and the two-pages-per-page layout makes that difficult.