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Genryuu111

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A member registered Mar 13, 2023 · View creator page →

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Thank you! That will definitely be taken into account when I move to production of the actual game :)

Hey! I've been absorbed in development and didn't realize I had so many new comments here. 


First of all, thank you very much for playing and for the bugs report! 

The game is for sure not bug free yet, but it's getting better with each update. 

I admit that I haven't played the rock in a while now, and that's probably why I didn't know it had issues. Thank you, I'll check that! 


Your input about the events is absolutely valid. I've recently added some speech bubbles to the character, but your advice about having them more explained after finding them a few times is something I'll definitely keep in mind when I'll have a progression system in the game. 


The dummy is the only way to obtain special cards (the yellow ones). It has a random, increasing chance to drop a card. But I admit the chance may be a little too low. 

The campfire is the only way to get rid of cards without getting one in return. Which is a viable option to make your deck lighter if that's the style you go for. Also, it will give you a special blessing if you give it five cards in one encounter. 

The other type of event (the Boulder, pond, hurt creature) all give you a different card depending on what you give them.  They all kind of make sense if you think about it, while cards that don't make much sense will give you a bad result. 


For blood, I may balance it in the future, but my goal was to make it impossible to buy the blessing in the first level, giving the option to save for the blessing for the next encounter, or buying one of the other options for an immediate boost. 


As for the last point... I can't say you're totally wrong lol. 

As the game is set now, you'll get status and affliction cards if you get "hit" in any way. On the other hand, you'll avoid both if you're evading. 

It's something I'll think about :) 


Thank you very much again! 

Hey! I've been absorbed in development and didn't realize I had so many new comments here. 


First of all, thank you very much for playing and for the compliments! 

The devs is just me, I'm making all the coding and art and game design. The only thing I'm not making myself is the music. 

Let me ask you, what do you find inconsistent in the art style? Do you mean between the game and the cards? Or do you mean that some monsters look more cartoonish than others? 

If you mean between the game and cards, while the game's style is "final", I'm still not sure about the cards. Having pixel art in the cards would make them difficult to read (read the picture I mean). I could do a different pixel art resolution tho. Anyway, I know I'll have to redraw most of them anyway so any idea is accepted! 


For your second point, it's actually fixed! I'm still testing the new build for bugs, but it should go live today or tomorrow. 


As for end turn, my idea was to have everything related to the player close to the player. If I get more feedback about that I can think of moving it, but I guess it's just a matter of getting used to things? I sometimes open slay the spire to check how they made some things, and now it feels weird to me to have end turn on the right ahah


Thank you very much! 

Hey! I've been absorbed in development and didn't realize I had so many new comments here. 

Oh ok, that build is a little behind the current game state. 


There are a few bugs in game indeed, the specific one you're talking about is supposed to be fixed now :) 

Atm I'm trying to make a fun demo, but I'm not stressing too much about it because I'll have to rebalance everything once I move to full game development. But you are right, I will for sure implement a better distribution of cards rarity and combo values through a run for the actual release. 

Adding the possible enemies actions to be visible in game is in my plans :) But I'd like to stick to the no intent formula. 


If you wanna give the game another try, just know that:

Once you beat a mimic you'll be able to find a second, stronger one. 

You can fight the shop (you figure out how to do it :P). 

There is a secret boss in the pond room. 

And if you beat all these enemies before the final boss, you'll unlock a special, final final boss. 


Thank you very much for the feedback! 

Hey! First of all thank you very much for playing and for the supporting comment!

Starting from your last comment, yes, I LOVE slay the spire but it really feels, after a while, that all you do is building the same deck to beat the same monsters, just to unlock the same run with a little bit more difficulty. That was the main spark that made me start with this game.

To the points you like:
-I'm glad you appreciated the two key elements of the fights. I'm feeling very confident in those.
-Happy about that, getting a lot of good feedback about it, but at the same time I have very little confidence in the art, so, thank you very much :)
-Not many people comment about the music! It's the only thing in the game I'm not making personally, but I think my guy (st. GOGO) did a very nice job with it, and I'm proud of how we managed to make it transition between tracks depending on what you're doing.
-Thanks again for the gameplay lol.

As for what the game needs:
-Very important points. Even if it's just a beta/demo, I'm trying to make the game as balanced as possible, I guess I'm not there yet. But personally, except for very few things that are exceptionally better than others, I think in general most runs feel balanced overall. Especially if we're trying to beat the last boss.
After all my goal is to make the player feel increasingly powerful, and at the same time giving bigger and bigger challenges.
Personally I find the game "easy", especially the normal encounters after the 1st level, but that's because I play with all the game's knowledge.
You bring some good point anyway and I'll think about them!
-The game SHOULD have a save/quit system, added in the last version 1.6.0...is it not there? The game should auto save at every non fight room, and at the end of every fight, you can then just quit and load it! The save will be deleted as soon as you die tho.
-I will probably add more fancy stuff in that regard, thank you for pointing it out :)
-Never thought of that. At some point I'll probably set a way to sort by different criteria, and the combo value should be one.
-An interactive tutorial will probably be my next big update!
-Enemies intent is not shown by choice, but having a list of actions an enemy can do is actually a piece of advice I recently got and I totally agree it would be nice to have it!
-More content, yes. I know ahah. This is really just a demo, I wanted to have a strong base before moving to making more. There WILL be more characters and a very important thing to me is that I'll add branching paths for the different levels, to try and keep everything varied and fresh (and give more room to be able to unlock different stuff depending on what specific level you're in). For the demo I just decided to make ONE character and ONE level (I ended up making it like day-evening-night-storm, but it's basically the same level with just increased enemy stats).
-I probably know what UI bugs you're talking about and it's actually what I'm working on right now!

That being said, if you liked it I'd love you to join my discord server:
https://discord.gg/nuc9nCkEgR 

And if you haven't, take a look at the game on Steam:
https://store.steampowered.com/app/2437330/Novus_Orbis/?beta=0

I'm actually always a little behind on updates here on itch.
I'm going to upload the latest update on here now.

Also if you don't mind me asking, did you beat the game? Did you beat the two mimics?  Outside the two mimics, there are two other optional bosses, did you find them?
Also with the latest update there is another special last boss :)

Thank you so much again!!

Thank you very much for playing!
Having different animations is in my plans :)
An interactive tutorial is also something I know I'll need to make, it will probably be my next big addition.

As for the story, it will have more of it in the full release, for now this is just a demo and it's more meant to showcase the gameplay.

Thank you very much again!

Hey! First of all thank you very much for playing and for the feedback! 

Thank you for the positive comments :) 

As for the critiques:

1-while I understand what you mean, I believe that one important (and to me fun and interesting) part of rogue lites is discovery. Going in blind, guessing, failing, learning. 

I need to make a better tutorial for all that concerns battles (I'll make an interactive one), but teaching about everything else, I believe, takes away some magic. 


2-this one is on my to do list, thank you for pointing it out :) 


3-evasion is a status that both the player and enemies can have. It's a charges based status, one charge evades one attack, and that charge is gone. Also, one charge is lost at the beginning of the turn. Enemies with evasion are designed to be fought with the goal of taking evade charges off. Did you notice the status? This is probably one more thing I'll need to focus on in the tutorial, I feel like people who know the genre have no issues with it, but people who are not used to it tend to overlook them. 

Hey! thank you very much for playing!
Some of the things you mentioned are known issues, sadly I have limited time and I'm fixing/improving little by little.
Sorry for the music, I had a lot of "it's too loud" feedback, I guess I went to heavy on lowering it lol

Glad you liked the visual style!

The reason the game kept telling you to check the tutorial is that..you didn't really understand how the combo system works :P
But I'm glad you managed to beat one boss!

Thank you again :)

Thank you very much for the feedback!
Right now I'm making mostly visual improvements because I realized that there isn't much to showcase, every screenshot looks almost the same.

As for repetitiveness, yeah, I agree that there is not enough variety yet, but for the demo I wanted to focus on having a stable core, so I'm not adding different levels or many more enemies. I intend to add more blessings and cards tho.
The final game is going to have multiple classes, multiple paths, and multiple everything lol
I'm going to post a devlog on my final goals soon.

Thank you very much! 

I've been developing for hours a day since last summer, and not being able to touch the game in days is starting to make me itchy lol 

Starting to put the game around made me realize that I need to make a few things more appealing to showcase the game under a better light, because no matter how good the current content may be, if people don't even get to download the game.. 

So I'll be focusing the little time I have into improving a few visual things. 

Can't wait to go back full development mode! 

You're right, sorry and thank you!

(1 edit)

Just released here the first demo version of my game.

My goal is to make a game that plays similarly to Slay the Spire, but with more contents and variety, and it's pixel art! (if that's your thing).

It still is a very early version of the game, but it should give a rough idea of what the game wants to be :)

https://genryuu111.itch.io/novus-orbis