THIS is the true message of the game.
GooseStranger
Creator of
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This game is simply wonderful! I am amazed by how far you were able to go with the "hit chunks on a circle" mechanic (I couldn't think of a simpler term for it lol).
My only small small gripe is that I didn't get much of a "roguelike" feel from the game. It didn't feel like I was creating a build while upgrading in the shop, I was simply buying whatever I could afford. Don't get me wrong, the game was still fun! From a new player's perspective, seeing "roguelike" may lead them to believe they will be creating a build with each run. That is up to each player's definition of roguelike though. Again, a microscopic gripe that doesn't take the fun away from the game at all!
Thanks a ton for sharing this game with the world! I have a lot of fun!
I got absolutely addicted to this! It was a lot of fun.
Like commenter TripleRainbowBaka suggested, I think it would be super cool to have different worlds to go to.
Following up commenter spiritbx, it would help a lot if the rocks had numbered health bars. When I first started playing, I thought the +10s popping up were how much resources I was getting. A health bar and changing the + to a - in the popup would help clear up any of that confusion. I agree with what they said about the space bar too. My hand started to hurt from pressing so much. It would be nice if I could hold down the space bar to mine. Maybe you could add a mining speed upgrade that determines how fast the rock is mined while holding space bar.
I never found myself upgrading the shift length. I never saw the point considering I stayed in my previous position and kept all the resources. Maybe you could require the player to sell their resources before the shift ends to make their money? I feel like that would be a bit tedious though. Another reason I never upgraded the shift length was because it would mean I upgraded less frequently. You could add a bed so the player can end their shift early if they have the shift upgraded a ton.
I also never upgraded the speed stat. There was never a time crunch to get between the rocks and the sell stand. This could possibly be resolved by adding my suggestion in my shift length paragraph about losing the resources if you don't sell them. I think it would also be cool if the rocks despawned after being mined and they would randomly spawn in an area, incentivizing movement around the map. Out of all 3 rocks, I think I only ever mined the top one lol.
This game is super cool and incredible for your first game release. I am excited to see where this project goes!
I have no idea what happened but I loved it. The writing, sound effects, art style, all of it. Wonderful little experience.
Is there anything after following the mysterious figure in the locked room back to the abstraction? It seems the game loops here but I want to make sure I'm not missing anything from this magical game.
I never got into Balatro but I am straight up addicted to this game. My only feedback at the moment is that I wish I could see how many chips I will earn before ending my turn. I realize how lazy I sound as I type this because I can literally count the pips. Still, great game and I am about to lose hours of my life to this.
EDIT: OH MY GOODNESS I just now saw that it tells you how many chips you're getting on the left. My b.
This was a ton of fun for a while! The art style and sound design reminds me of old flash games by Nitrome. I'm really curious what your process for getting/making these sound effects were, they were so juicy!
After a while, the receptiveness of the gameplay got to me and I ended up calling it quits. Great, simple roguelike shooter. Thanks for sharing!





















































