OK so as far as gameplay goes, it took me abt 20 minutes to beat this early demo. First and foremost, I like big numbers. This is a big numbers game. YAY!
Obviously there isn't much to do, YET, in this game. And the lower cost cards are straight up useless at the moment due to how the only multiplier card being a *2 multiplier also adds 4 effective cost. Why would you take anything but the highest cost card, farm the multiplied energy with Parrot (which is the best card in the game at the moment but i'm sure that's obvious), and then clear your entire field once you've farmed ~800 energy in ~4-5 turns.. since energy CARRIES OVER BETWEEN BATTLES, whether this is a bug or a design flaw i'm not sure, it means you can build early, farm effectively infinite energy, then hard pivot to only take damaging cards for the rest of the run and never look back. I'm sure you already know this stuff in terms of "balancing of the first demo of a game" so i'll shut up about balance, and talk about the overall game idea itself.
I like this game idea, ALOT. However, I'm unsure if being able to take every path will be a good thing or not, and the game has no punishment of any sort for fattening your deck to your heart's content.. meaning why is there any reason, logically, to not just take the best cards and spam them out in the same order every fight? Either every fight later on needs to have a unique gimmick against certain cards/strategies (think of the Boss Blinds in Balatro outright stopping entire decks bc they've built too hard into a single thing), OR, circumventing this by somehow having a hand system that doesn't break the game. I know Energy is supposed to be the limiter here, but there is no reason to not just farm it crazy hard early as i've stated before. Perhaps if you want to remove energy carrying over (given it breaks the game lol), add in some sort of card draw that actually makes the game feel not repetitive could be nice? In its current philosophy there is 0 reason not to just take the best cards, use the same strategy every fight, then move on. A side deck for 0 energy bannanas or something could really help this. Could even have more side decks to pick from of various 0 energy cards in the game, assuming that'd be an idea to even look into.
REGARDLESS; the game is fun. Simple demo obviously and broken atm, obviously, but its fun. A single boss that has a lasting effect on the run will go a LONG way though, and i'm sure you know that. Again I think this is visually inspired by Inscryption to some extent which makes me crazy excited to watch the game develop further, but don't stray too far down the same path- obviously that game is successful because it did.. basically everything right? So it'll be hard to stray FROM said path, but you never want a clone on your hands. I believe you can do this, and i believe you have something very nice on your hands- Best of luck and will happily continue to give whatever feedback possible!
Glassyloss
Recent community posts
I should ask before I play that I see this is, to some degree, inspired by Inscryption. This is one of my favorite games of all time. I know i'm going to go into this with higher hopes than I should physically have for a demo, but highly recommend making a Discord server for this as well if you haven't made one already- likely a link to said server on this page, and on in-game as well. Discord servers can REALLY help a game grow by simply inviting friends every now and then and showing them the server, dev updates, and obviously the game itself. And yes, I got here from your YT channel Demo Trailer, which seemed good! A bit bland and it didn't show off any specific cards though, which I suggest doing to help show off specific key mecahnics of the game in any future trailers! A bunch of cards shaking from far away can REALLY put a hinderance on one's ability to read and interpet things on a surface level without knowing much about the game, which means people might not check out the demo. But that is PURELY marketing side stuff before i've played the game, will give game feedback soon, going into it with an open mind and a bit of hope bc it does look like a great idea!
Well it's just drag finger as the movement.. beat the game aside from the final level of world 2, the boss, and the minigame here on Hard on mobile. Not that hard aside from those two levels.
Try em' on hard, and lmk if it's just as hard on pc in that level bc it is absurd, least on mobile.
Don't really see why it would be any different on pc though.
Play it on hard settings, literally had to go down to normal settings and I'll tell you rn- difficultt should NOT change minigames this drastically. Go ahead and try it on Hard mode, and i at least did it on mobile and tell me how much harder it is.
and yes, we know that you buy the pad and a second ball- clearly, that's what your supposed to do. But in hard mode, it's genuinely absurd. Waay more zombies here, consistently harder zombies, and you gain WAY less ME for this.
Despite previous post- (Which difficulty shouldn't effect mini-games btw) I will say I did not expect much from this game at all. HOWEVER- It's genuinely insanely fun and I can't believe I'm saying this but I look forward to chapter 3 or 4 and am even going back and downloading an older version/the other version to be able to play more of the game. Genuinely great stuff overall, and actually feels like PVZ when it comes to the gameplay and core mechanics.
Never thought i'd care enough to say anything abt this game. But please fucking make the hitboxes on zombies bigger for level 2-6, the brickbreaker level is honestly unfun, pure rng, and you can't do jackshit until you get lucky. There's no consistent angle, I've had the ball go through the zombies thousands of times, two- even, at once, at different angles, pass THROUGH the bottom of a zombie and it didn't do shit. It's not a fun level in any reagrd, and is just infuriating when the damn ball goes through a zombie for no reason other then it feels like it. Fucking fix, change, or just remove this level.
Played the game.
Made it to like, attack 5? 6? The first platform attack on the 3rd selectable person (Web Version) and uh.. what. It's insane how hard the games you make are, but honestly I'm not even mad because it is that fun. It's hard, insanely hard- still trying to figure out the orange wave of bones in the 4th(?) attack, and the other two just started so weird I haven't even attempted them. Insanely well done.
Hey! Me again, this fight is AWESOME, and I LOVE it! It's a complete twist on the normal sans fight and is so far- one of the best, one-on-one sans fight games I've played, and I would love to see Merg or someone else attempt this, and your demo fight (The darkened out one) If you don't mind, I may start leaving comments with a link to this? It would be amazing to see more people play this polished game. WELL DONE!
Hey! I absolutely LOVE this demo! Any update on how far in development this is? I loved your other fight (Even if I haven't gotten into phase 2..) It was designed incredibly well, and this one feels A LOT like a Horrortale fight, while the other felt like Dusttale, both AUs which I love. But either way, this fight's first attack is incredible, yet fair, and the other attacks that HAVE been finished, are literally puzzles! I love it!
Okay, so update: I beat the fight, but something weird is that it never starts phase 2? It locks up indefinitely after the first Gravity Slamming attack where he just keeps throwing you into the walls to damage you.
Correction: It locks up after Platforms 3.