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Ellaris

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A member registered Dec 04, 2017 · View creator page →

Creator of

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Sorry for the freezes.
The abilities and star rating have an influence on the probability of successfully completing a task, but ultimately I would also have wished for them to matter more (tho the abilities descriptions were to be mainly a narrative part).

I didn't intend for the game to be hard. But having a difficulty modifier with a time limit and increased costs could do the trick (I didn't want to just increase the costs as the game could still be easily beaten, but it would just take a longer amount of time).

Money allows you to re roll magical girls, but is also used for resting (de-stressing). At some point I was also thinking of being able to purchase upgrades/furniture for the office, but it didn't come to fruition.

But if you use 0 cost card in the first turn, you lose out on mana, and I think there is a correlation between mana costs and card's power, this could essentially put you on 1 less mana for all subsequent turns.

You mean (sending home is) placing it in the discard from hand, because the cards still came back to the deck, and it has the same effect as sacrificing for mana (I don't remember if you could sacrifice when at full), the only use for it was the one overpowered card that got benefits from playing it there, so it could either be reworked, or more cards should benefit from doing that.

They weren't hard to press, they were not easy enough to press when rushing (plus there wasn't anything else going on on the screen so no need to be overly conservative?), which you kind of want to do because there is a timer.

I was just thinking that several times I was going to collect the scones out of the oven, but got interrupted by the bullet hell, and then I think due to transitions I wasn't able to collect them in time, which I would have been otherwise. So you kind of have to make a choice on how you want the game to flow.

Making them burn easier could work, but it could also feel like double punishment, because you already have the bullet hell, but if they burn easier it means that you could start cascading, and fail all the subsequent customers. Maybe making each subsequent bullet hell harder (faster) could be a solution, in that case you want to make sure you don't fail often, while failing once doesn't mean you fail all other orders?

  • The map is a maze, big and difficult to remember it's layout takes a long time to run around.
  • There are 6 numbers to remember, I briefly remembered finding the last one, but could do it again, so I just had to brute force the solution.
  • The girl starts in the middle and chases you with no good hiding spots.

Any one of these is a challenge, but combined they are a nightmare. normally you can run away from the girl in a straight line, but in the maze that is not possible and there are plenty of dead ends. She camps outside the hiding places, and what seems to be a glitch of moving while inside it only works sometimes and can still not be enough to get away from her in the maze. All that while you have to remember 6 digits, I had to write them down and still barely had time to input them.

The game seemed to heavily relay on narrative, and it was actually decent, but I spent the most time on that last level, just running around in circles, which was extremely tedious.

I didn't like the final choice, since the goal of the game was to run away from the girl, that's what I did. Fortunately there was an option to redo that stage, but going to the girl there were 2 dialogue lines and then it didn't advance. 
There also seemed to be a level 8 as a choice in the menu, but it was just the first level?

Interesting concept, the story could be nice if expanded.

The spinning in dialogue was a bit annoying along with the slow text appearing speed.

The character walking felt off (in the game, the corridor cut scene was cool).

The transformation was a cool idea, but I think it took a bit too long and too much spamming.

It was nice that the levels were different, but were quite easy, especially the survive where you just don't move and win.

Neat entry.

The tricks looked cool but they did lock the player into a lot of additional animation and it was harder to perform normal jumps in sequence

The rails were interesting, although sometimes I would jump up onto a rail an sometimes down onto the ground, and sometimes I jumped to a rail I didn't expect to jump to.

The last stage was really bad, and her ending got stuck

The movement was pretty interesting and cutting down the rectangles was fun.

I think it could have benefited from some sort of gravitational pull.

The delay between being able to play makes it not very fun waiting game, the map is also definitely too big.

Cool game, the characters were cute.

It was cool that you didn't lose when you failed the order, and then you could repeat the day if you failed the bullet hell.

The recipes started quite easy, but it ramped up, to where you couldn't just prepare so easily for the orders. My main problem with baking would be the buttons, I'm not sure if the goal was to precisely aim at them, but if that's not the case, you could switch over between baking/kitchen/customers easier by increasing their size and making them cover the corner (missed the buttons several times), also the collect bakes cones could be larger, or it would be good if you could just click on the oven or the cones themselves also (I tended to go for the cones at first).

I think the very last bullet hell was the easiest, so you could reconsider order on those.

Didn't go for the baking upgrade, since that seemed like more opportunity to have the scones get burned, (I don't know if it does but it would be good if it also increased the amount of time the scones could stay in the oven without getting burned), also when coming out of customer bullet hell battle it would be nice to have an extra second to collect the cones from the oven, since that got me a few times.

The game looks pretty.

The capital letters were most of the time hard to see, also it's a bit weird to use question marks in a spell incantation.

Sometimes it was a little confusing if you got the same spell after you just completed it.

I think if the spells were shorter and there were more of them it would be more engaging, right now it got a bit boring to type out the same words after seeing them several times, even if it helped to remember them.

I don't know if it's because I lost to all except the first guy, there was no more dialogue, just some number going up, final and then another battle.

Cool game, the card art was good.

I think you could start of with 3 mana, instead of having to skip the first round every time.

I beat all 3 on normal difficulty, although the difficulty is just the enemy having more hp, which wouldn't be harder for 1 and 3, only for the second battle I won with 0 hp, but that could also be done it would just take more time.

Some cards indicated obtaining some build points, but I didn't figure out what they do, (I didn't play the tutorial, mainly since it got added later and people were complaining they didn't know what to do so I wanted to test myself, and I'd say it was a standard card game, intuitive if you've played several before), also not sure what "going home" did, except that some cards got (mad) bonuses for it.

The exclamation points probably weren't the best way to tell the player that they can be hovered over, I think question marks would be better for that (also probably more yellow then orange/red).

There are credits with links in the game, but I also added them to the itch description.

Interesting story, I can see the potential in it, there is definitely a lot of interesting things that could happen.
Some choices are a bit short and their outcomes might be somewhat surprising, I also am not a fan of having the same choice repeated, especially more than once.

Thanks, I'm glad you noticed.

Debug commands can be useful, but people can also give up too early and just use them without experiencing the game, it makes it faster to test but also can pollute the feedback, if you use cheats you don't know how hard it is to get the unlocks. 
Like if I mentioned that I moved the teleport cheat from "t" to f12, I might have gotten different feedback, but would it be higher quality?

Really cool game, I liked the art, audio and the unique story. 

It was quite long, huge maps, perhaps even too big. 

It felt quite jump spam heavy with the pull up jump. 

The camera movement was sometimes quite nice, but other times very annoying. 

Especially in the first level the foreground vegetation sometimes felt like it was getting in the way. 

The first boss fight was quite interesting. 

I stopped at the door to the second boss after finding out I need more keys.

Really cool game, I liked the way it looks, sounds and plays.
I liked the zoom out at the start allowing for route planning.
There was a tiny bit of friction sometimes, but that could just be skill issue.

Thanks for playing.
Thank you for the details feedback.
I don't play that much platformers, but now I know why they use a separate jump key.
That healing shrine wasn't intended to be reachable before getting the edge grab, I did most of my testing when the player was a larger green square so I had to make some adjustments afterwards, this one must have slipped through the cracks (though it's not that bad).
Yes the wall jump shows up on edge grabs as well (which probably shouldn't but it wasn't a priority), but I don't think it gives you extra wall jumps as those reset when you have ground below you.
Thanks for giving it a try.
The python boss ... I came up with the mechanic first, then I tried to fit the theme onto it and that is the way I managed to, I do agree it's not the best, both in terms of consistency and logic.
I didn't know about the cheese either, I was using the power of teleportation (dev privileges).
I'm glad you found purpose in every room, that's what I was going for, although I think the room on the right is a bit lacking and could use a shortcut, and the final boss wasn't meant to be what it currently is, a fusion of the other 2.

Thanks for playing it.
A save point system could be nice, I wasn't concentrating on it and didn't find the time so I just quickly added a restart.
Although I'm not sure that cheesing is too much of a problem, not everyone likes it or has to do it or even notice it, but it does allow to play through the mage on "easy" mode and find alternative methods to "skill".

Nice graphics and audio, and an interesting story.
The map was quite big with long corridors which got boring pretty fast, especially when traveled through multiple times.
It was hard knowing where to go and what to do, like with the powers, the color coding helped, but I still don't know what they do.
The combat was a bit bland, the sword attack had quite larger reach than the graphic would suggest, the enemies sometimes stunned me before rushing at me, which I would think should happen on collision or some kind of indication.
I reached the final door, but going over the map a second time I didn't find any more shards and despite the message of "deciding what to do now" I could not continue, even for a bad ending.

Very cool looking and sounding game, but it is very hard to navigate the world, I spent a lot of time thinking the game doesn't work, until I read the description to find out that it's not supposed to work, like you can crouch and try moving and play the movement animation but remain in place, it's really weird to go for double tap, but also the ladders are very hard to climb, it also seems like oftentimes it looks like there is only one way to go,and it looks like you should be able to reach it with your jump, but the character doesn't make it by a few pixels (vertical).

Cool story and art, but not too much actual gameplay.

The game looks cool and sounds nice, and has a decent amount of content. Unfortunately it's not very polished making it difficult to play, the enemies are very fast and you have to hit them a lot before getting upgrades, the dash feels very awkward moving the player towards the mouse, but you also have to aim with it for enemies and anchor points, it would be nice to still see even if only a little bit of the mouse as sometimes I got lost on where it was. I once got knocked by an enemy to another room and got stuck outside the map, only could transition to the outside of another map and back.

Cool game, I really liked the secrets, made me feel like I was smart, but some less inquisitive players could have a harder time finding them, and since they mostly give extra hp, those might be the players that would need them. It felt a bit slow to walk around, the flying enemies were annoying as in you couldn't ignore them like the shooting snakes (which reminded me of liero), the wall jump was a bit awkward, from what I found I had to press side button and then jump, where instinctively I wanted to do it the other way around since the jump was the thing I wanted the most (I actually had a similar problem in my game and just changed it to only jump, but you could also allow for holding the jump key).

Wow, very innovative mechanics, I loved the bubble and all the possibilities it opened up. Even tho the character was just a bunch of shapes it still looked decent.

Thanks for spending your time on this. Oh yeah, I think I heard bout the coyote jump but didn't remember when polishing the mechanics.

Thanks, I thought about music at some point and wanted to add a short tune, but forgot about it and didn't even notice the lack of music after adding sfx, do I had a weird feeling something was missing.