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frocco

132
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A member registered Mar 18, 2020

Recent community posts

Great, thanks for replying!

Any chance for the demo to be downloadable like other games? Plays nicely but always fun to have files on the go. Thanks!

Pretty cool concept and happy to see a childhood game come to life. Are your friends playing this version too?

Plan to give it a spin soon. Congrats on the release!

Nice, clean, interesting game

Ah - so there is an ending! Cool, enjoyed my time with this one. There is surely room surely for improvement and I'd be happy to give me 2c on it, but given the game is so old, I'm not sure there is much hope for it anyway.

In any case, thanks for making it!

I found this game many years ago and gave it a spin again. Such a joy! 

That was fun! One concept I think could be clearer for new players is that artifacts get confiscated every 5 rounds unless they have a gold border. It's pretty relevant as you are maximizing cash and stats while grabbing just enough artifacts to survive.

Interesting puzzle, though by the end of the game, numbers got so big and with so many overlapping effects that I honestly wasn't strategizing anymore. Early rounds are fun though.

Thanks for the writeup! Hope to dig in some more this week and will be happy to report back! As a side question, why did you choose to make the "playing area" / grid small and the text space big? Most roguelikes do the opposite so curious about it!

It's so charming but difficult to understand as a game. I have no idea what Cube Chaos is. I guess the question is - as a game, what are you trying to do? What are the choices you are making?

I understand cubes are being thrown at you, so is your objective to simply dodge and decide to break a cube or not? What is the overall strategy behind dodging and breaking? I've even watched your gameplay but still don't quite understand the systems.

I guess what the tutorial is missing is just an initial "what is this game about". It looks like  a roguelike, plays realtime, has cubes (which in and of itself is kinda confusing), so an average player, even one well versed in traditional roguelikes, is  very likely to get lost. 

I'll take a look at the readme though!

Very very neat! I have little idea what is going on still, but can see the level of care put into this. Hope to dig in some more!

Excited to give it a spin! Would you consider providing downloads of the game? Cheers

Excited to try! Keep it up!

Hey, thanks so much for taking the time to respond and fix that. I really like your vision for Spin Fighters and look forward to your other forays in the genre (which happens to be my favorite).

Thanks for flagging that, looks great actually! I'll give it a spin and report back.

Awesome! Thanks so much!

Tried giving it another spin and I can't find opponents. I think this is a vey fun game and prototype and even if you aren't planning on working on it anymore, I'd def look into adding some basic randomly generated, escalating AI to keep the prototype at least playable onto eternity.

Cheers!

Looks sweet (no pun intended)! Any chance we get downloads?

Really good! Do you know of other games like this (e.g. Balatro / Luck be a Landlord likes) on itch? This is the type of game I've been enjoying the most!

Oh nice, congratulations! I'll check it out for sure! And thanks for responding, no worries at all. Yes I'm still enjoying this one from time to time!

Appreciate it! Will check it out when I get back to the PC

Would you consider updating the download to the latest bug fix version? Thanks a lot in advance!

Would you consider sharing downloadable versions of this for on the go gaming? I really like it!

Any chance we get downloadable files? I like my exes hehe. Looks rad!

Cool, thanks for the heads-up!

414! Ok - that was unexpected. Pretty crazy run. Had maybe 3 very nice back to back combos with shields to spare at the end.

That's both sad and motivating! Hope to give it another shot soon.

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Got 341! Feels like getting far implies in using the line hazard as a clearing mechanism for other hazards, especially in large chains that get out of control. 


Excited to try out v0.2

Great game! Would you consider including downloads?

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Yeah, it's definitely tough balancing single player games! I can see how overbalancing can lead to actually balancing the fun out of  the game by accident. And it's definitely fun as is! Been a blast learning the game. I do think the core loop is extremely fun, making for a lot of both strategic and tactical decisions (great balance there). Some real potential here! Excited to see where it goes!

Got my second win. This build was much more powerful, with 2x Whirlwind and 1x Magic missile doing serious damage early on, and Longstrider helping out as usual. 

However, the highlight (and probably something to note for general balance) was Rewind. I had noticed before it seemed quite strong, but this game it really became evident how powerful it is. Judging by how much Rewind alone trivialized getting all gems by the end of most levels, plus its combo potential with Meditate (do they form an infinite combo? I think it might be), I'd say Rewind might actually be overpowered - as fun as it was to use it.

Just something to think about.. maybe I'm wrong and this build elevated Rewind's potential. But it seemed a little too strong. Maybe an "Exhaust" effect on it or reducing the rewind from 3 to 2 turns can ease this? Or increasing its mana cost. Curious if others have the same feeling about Rewind.

I do think this score is half decent now. Victory screen below.

x-x-x-x


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Thanks for the reply!
1. I actually remember 9 Till Void and have probably wishlisted it before! I'll take a look at it. Interesting that this game came about you revisiting older builds. I hear you on new enemies.

2. Thanks, I did some test runs and the mechanics are now clear. I like the way it works and was under the impression there was some random aspect of taking damage due to the flickering effects, which is not the case.

3. I really like the balancing for single runs you have now so worth thinking about it but the game definetely works without streaking in my view!

I plan to play a lot more and hopefully can send further feedback / ideas. Will stay tuned for updates on your progress here for sure! Cheers!

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Thanks! This really is a gem of a game and I see myself playing it a lot more. Thanks for making it again! I appreciate the game is not super newbie friendly, but learning it was pretty intuitive (coming from a Brough games fan / roguelike player). Can see heavy 868-Hack and Cinco Paus inspirations (maybe P1 select too? I didn't play it too much).

I did read your tips before / alongside my first runs - probably the mechanic I took longer to register is that you can't cast spells more than once per turn (except for specific ones). I was also not sure if the void straight up meant game over, did damage or just blacked the screen out permanently. Also, at first it was slightly strange to me that the player can attack diagonally but not monsters, curious as to how you arrived at this mechanic (I assume monsters attacking diagonally made them too strong).

I think transferring general tips and explanations (maybe an extended version of what you have here) to something clickable in game (within a pause menu for instance) would be sufficient to have most players overcome the learning curve. I love not having a tutorial though.

The strategy elements clicked pretty naturally once the mechanics of how AP / turns / mana worked, and building the spell arsenal has kept fun throughout my runs. Being restricted to rows and not being able to re-cast most of them really limits the amount of broken combos you can get (at least to the limit I've been able to theorycraft). These limitations elevate the gameplay in my view - it would be far less fun to repeat the same combo every floor.

If I may share just a few initial ideas:
1. While I don't think it is necessary, it might be interesting to add just another "type" of monster (perhaps one that plays with rows and columns at range, like 868-Hack). I think that a range attack enemy could spice up things and change the spell priority significantly.

2. Having the void animation a bit clearer as to when you will actually die would be helpful (given the gravity of the outcome, lol). I often don't know exactly when it hits and sometimes miss gold or treasure, afraid of mistiming it and trashing my run!

3. Looping / streak mode, whereby you count the accumulated score over 9 games (in 868 fashion). Creates more incentives to prioritize surviving vs. "high-rolling" a great build, and I think the game could open up with additional mechanics layered upon this. For example, having a "loop" slightly buff you (choosing 1 spell to carry over or increasing base stats) but at the same time introducing tougher enemies / tougher enemies earlier. I realize this is not a small change and changes the balance of things significantly though. 

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Got my first win. This is the most fun I've had discovering a game's mechanics in a long time. I want to play some more before sharing feedback or thoughts since I feel I've only experienced a tiny slice of the game. Awesome work again!

Curious to see others' scores!
Edit: arguably the below image may contain spoilers for new players, so "view more" carefully ;)

*-*-*

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Hey, I've long enjoyed your games and general vision of what is fun (especially in strategy / turn based games). I've also hung around in Brough games discord and enjoyed your contributions.

Want to say this is a very nice title! Loved giving it a quick spin and will definitely play more. Thanks for making it and I hope you continue working on it (I will be happy to share thoughts and suggestions after playing some more).

It's funny that sometimes you secretly (or quietly) admire or appreciate some stranger's work, but never let them know it. So I thought this release was a good opportunity to do it.

All the best!

PS. This gives me strong Dream Quest vibes, which is an excellent thing.

Looking forward to that! Cheers

Sounds amazing! Excited to give it a spin!