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G-Raffiti

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A member registered Apr 09, 2022 · View creator page →

Creator of

Recent community posts

Hey thanks for playing and trying my Game while it's in development !

About the Merge, I manage to fix the Problem and it will be fixed in the next release.
"Packs staying changed after you finish a run" this is also a known bug so I'll manage to fix that too ^^
For the Crashes, I don't get them on my device and I'll need to do some more Testing / Play-test.

Was that really bad as : you didn't ever finish a run, or did it happen some of the time ?

Not every game is for Every one, thanks for trying ^^

I got the same as @Nun1d1um described, Not testable in this state. If you fix it, Anser this Comment I'll try it again.

Thanks for the Kind comment, 

  1.  I know, our "Tutorial" Is a pain for the moment ^^
  2. That is something that goes straight to my heart !
  3. Everything is Hand drawn, No AI, but unfortunately we don't have an artist in our team so it's just an asset pack we got on https://craftpix.net/ (in the future I want to add a bit of 2nd degree Humour in the game and the Art Style was perfect for us.
  4. Oh I don't have this problem even on browser but good to know I'll have to test it on a lower end device see if it needs improvement before release.

Thanks for playing ! 

Hey hey ! Really nice entry here, I tried only solo and i must have only half the fun I could have, 

Overall: 

  • Great UI from the start (really outstanding)
  • The Game Feel is good
  • No BUGs found

TOP !

Hey Yes I'd like to have some more feedback on my Game, here is it : 

https://g-raffiti.itch.io/autocard

Cool ! Liked it ! 

the Boss Fight Is really cool ! 

I played a lot of Survivor kind of game and... This one stand's out by using the arena for the Boss Fight the Patern are easy to understand and well telegraphed !

It's weird to me that you can Max out every Upgrade, It doesn't feel like an choice but a must have (perhaps it needs to have an incremental cost ?)

Buggs / Misleading UI:

  • The In the Weapon Shop you can spend all your money by replacing your Right Minigun by another Right Minigun (seems to precise ? I did spend all my currency thinking it was increasing the level of my weapon ^^)

Like I said the Boss is really a great combat and I'd like to see it with traps all over the place !

Thank you !

I'll make a Glossary of every Keywords to improve the comprehension of the cards !

And for the "switching" place I'm currentlly working on a rework of the all Drag & Drop to improve this, it's on a good way but I still have some Bugs before patching the Game, Glad you enjoyed my Game !

Hello Hello ! 

Nice Work Here !

I like this Turn Based Optimisation game you built !

You got me hooked ! I wanted to write this at the same time I played but I totally forgot about everything else and kept playing till the End, Here I am, writing the comment ^^


About the "New Content":

  • Love the Finish your Week Early mechanic can't see the game without it, it was the most difficult choice to make for me ach week (should I go to the Events or take the Gold ?) It works really well !

Gameplay Idea's:

  • The Linearity of the Costs (each Unit cost what the tier before that is producing) is find and predictable (witch is good) but I guess it could come earlier as the Knight that something cost more than one resource.
  • The choices I made where only based on progress and Balance, I'd love have a real choice to take mid game like choosing between two mutually exclusive Buildings (displayed at the same slot) that unlock different units of different upgrades.

Everything to Say really nice game but I don't feel like playing it again in this State, not because it's not good but because I'll do really nearly the same Run. Some RNG due to the Events and the Shop's content isn't enough I think.


Bug Report: 

  • None !

UI / UX:

  • In the Main Menu the button could have a more significant Hover Effect (add shadow or outline on hover ?)
  • I forgot the 7 Weeks in the middle of the Game so perhaps it needs to move from top right to where the Day:7 Week: 7 is ?
  • Obvious but the 4 Buttons in the Left Bottom Corner are the Week point of the UI ^^

Once again Great work, great game, continue !

What is this TROLL ? 

I Laugh actually mor because of the surprise than the content but you got me ^^

The Game feels clunky as fuck but it goes well with the design so I don't see me complaining about it ^^

The 3D / 2D work surprisingly well so, well done I guess !

Hey nice Brotato / Survivor retake.

Bug Report:

  • Restart: it seems to me that you didn't reset all the Player Data (exemple Weapon Slots or Number)
  • Reroll Button: Only usable once in the entire Run, should be Once per Wave or with a Gold Cost ?

Game Design:

  • No Incentive to get the Coins on the floor because you take it all at the end of a wave, you loose a part of what Vampire Survivor made here, in a game where you don't have to target, if you don't have to chase the gold then you just flee, not so fun...
  • In the Thematic you are goin for, don't you want to have more meaning-full combat from the beginning ? Heroes should be strong and heroic, no ?

Art / UI / UX:

  • I like the kind Pixel Art you've done, but the movement feels weird/floaty because the shadow is so far from the foots (with the Slime and Mino at least)
  • the Font you're using, if some like it, for me it's a torture to read, I really have to focus and it's hard. If you want to stick to the Pixel Font then you need an Option to disable it. (In Godot you can Swap Theme in your root Control Node to apply the change to all of your node)
  • I liked the Art Evolution on the Weapons !

Good Job !

Slay the Spire is for sure a big inspiration of mine, I love this game !

Thanks a lot for your insight about the Gameplay

  • about the starting RNG I felt it too and I think I know how to change that by removing the first choice and adding a DMG / Defense card gift in the first Zone
  • I wish I started out with more slots: I like the feeling of Level Up when your board grows up a I will keep it this way but I think I'll differ the apparition of BIG cards to latter in the Run.
  • it’s hard to assess how effective my build is: I plan to introduce a Dummy / will see if it's too much never the less I think I'll change the Run Structure to 1 Zone = 1 Fight at least, I have to test.
  • Drag & Drop Issues => It's fixed ! (I my locale version) I just need some more test and I'll push that its way more fluid and polished.

Thanks also for the UI/UX /Buggs review everything i going to my TODO List ^^

Thanks a lot for your comment ! You're a nice QA ! 

I took note of everything in a big TODO and put it in the PrioTask to Run, 

especially for everything related to Level Ups, we didn't got that at all !

typos/misspellings -> One Day I'll try to learn English the good way, or I'll just ask for help ^^

Thanks a lot anyway !

Thank you so mush for taking the time to replay it after the Fix, glad to here that you manage to won and even more that you won as an Elementaliste using cards from an other Pack, it was our goal with this version to test the "Swap Card Pack Feature".

I just realized with your comments that I don't have a simple explanation of the different part of a card, I will Add that (and polish my overwhelming Tutorial Wall of Text ^^

Thanks for your comments, So cool you played an other time, and won ! I guess it's not only sheer luck so the game worked, 

I will put a effort in the UI / UX to make the interactable part more in highlight. and I still want to create a "Tutorial Run" to guide the new player step by step.

Everything is working properly and the game run smoothly, well done on the introduction.

I didn't play that long cause after 2 or 3 loop the Game seams to have nothing new to offer. 

The choice of where goes the different loot has me a bit overwhelmed and I choose to rotate after every fight to keep my slime's inventories balanced. 

I found myself only using the Red items to attack the enemies and not caring that much on who I was targeting nor which Slime I was Using, could we imagine a system where the loot would give passive effect to the slime instead of being throwed at enemies ? (like f it was absorbed) this way you could specialize your slime. ex: daguer gives Critical Hamer chance to Stun etc...

Have fun continuing the development !

Hey Thanks for playing and taking your time ! I introduced a Bug in the Last minutes in my late night last push, It's Fixed if you have the time to test the Game once again, That would be so nice of you, Thanks !

Hey Thanks for playing and taking your time ! I introduced a Bug in the Last minutes in my late night last push, It's Fixed if you have the time to test the Game once again, Thanks !

Hey I did something wrong yesterday, I'm fixing it right now, I'll Push a new Build in the evening (UE time)

Hello ! cool concept ! Love the Atmosphere and cosyness of the game ! 

should we not learn from our "Date" by adding new arguments to our deck after each Date ?

I'd love to evolve and mature as i Win confidence through my dating career ^^

(it would take some time designing new cards but each run would feel fresh !)

Love the Energy system by the way !

Hey nice Little game it gives me some Age Of War vibes.
If I would have to point anything in the current version of the game that is "problematic" it would be that you can't loose...
To me it's not really fun to see the enemies Idling and not attacking my base. (is it something you plan to add ?)
if I let the game Idle for 30 / 40 min and come back I will be able to purchase every Upgrade and beat the game easily.

Alternatively it could also be a good foundation for an Idle/Incremental Game but in this case you should also be able to spend resource in economical upgrade.

overall good foundation for a casual game !

fun little game the physics could be a bit more "bouncy" to make if more fun (and more buggy I imagine) the fact that you can loop back to the candies after reaching the max merge is fun !

Hey nice little game, I'm not so much an enjoyer of slippery controls so it took me 2 or 3 tests to even get where I was going but Overall the design is nice (the "level-ups" are perhaps a bit under the rest in term of UI / impact).

your VFX are well done !

Nicely done ! It's a nice little project !
perhaps you could add a little bit of sound to cross this line from prototype feeling to the feeling of playing a proper game.

Well done to publish your first game only one month after starting your journey ! 

The Background is not Distracting, it's ok !
You should perhaps implement a short Tutorial ? (2 or 3 screenshots with the explosion rules would be enough)

Unfortunately, I didn't manage to Update the Drag & Drop System for this release, Have Fun  !

Hello Everyone ! thanks for playing !

Oh thanks for the Testing, I'm fixing that right away

Hey hello every one ! Thanks orlandoo for the Jam Hosting !
so the Goal for me for this Jam  is to have some feedback n a realy small scop project I have.
because of the Theme and my game being only UI I want to implement a complete Mechanic / Feature around Water Theme.

(1 edit)

Hello ! I'm not done for the Jam, I just wanted a place to document my progress.

Implemented during the Jam :

  • Save System : Dev-Log [Programming]

So nice of you ! thank you

Thanks for all your advice, yes I'll make the Gem Loot have way more impact and thanks for the UI observation, I'll check that out.

You naild it ! I knew the Win / Lose was not enough Base explosion here we come !!!

Oh so cool you liked it !! then you're first to beat the 8 Level ^^ I even don't can you tell me the upgrades % you have ? (then i keep track on the difficulty)

Wowowww it's feel polished ^^ 
Not much to say actually I just played the 1rst "run" and didn't tried much but it's good looking (the Animations are really well managed and it's really cool.

will see if I have time to play a bit more because it seems like there is A LOT of mechanics and stuff to do in it. 

I REALLY appreciate the Narrator and the fact the "voice acting", is it all your doing or did you used a IA to read your text ?

Hey !

Some Bug I found on the way :
The UI when not in Full Screen was hiding the HP from the Enemy and my Energy points
The Bag Card (draw 2) didn't worked (nothing append)

Be aware the taking art from Blizard Game is a bit obvious ^^

So it was a really short (tooo short demo) I would Like to try it after I can at least feel that I'm crafting my deck. 

where you can take it from there ? you have a lot to do in every direction but I would say that you should first have a demo with 10 or 15 encounter in a row (fight and shops alike) to test the engagement of the game. then Add a unique mechanic. Good Luck in your travel !

Oh I didn't meant to keep all the soldier Alive, I really like the Permadeath take. Just after the first of your soldier die, then you can enable a retreat / flee option for the player.

Additionally a Warning / Popup saying that the next Level is way harder can make you think twice before pressing this button Next ^^and it can bring more of the Push Your Luck vibe it already has ^^

It's nice and polish, i like it. but i feel i don't have enough reward by biting the levels (adding a score could be nice)

i also felt theat it could be more fun with a mid launch interactions (shoot a météorite or burn the rest of carburant for a speed up ?)