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GreatWyrmGold

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A member registered Jan 24, 2016 · View creator page →

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Oh my god. It was a cube this whole time???

I have two critiques of the game.

First, Talos Skin is basically worthless. It doesn't take long before enemies start dealing dozens of points of damage; it's cheaper to upgrade Endurance and Strength enough that you annihilate a room of enemies before they can take a turn than it is to upgrade Defense enough to reduce the damage those enemies deal by a noticeable amount.

Shards of Heart don't have this problem; the amount of health each shard provides isn't a constant amount. It increases rapidly enough to make a difference. But Talos Skin just provides a flat -1 damage/attack, while enemy attacks rapidly scale past a few dozen damage into triple-digit damage. It maybe saves a couple potions per run, upgrading it might save another tiny potion, and your heart cards will likely drink those potions while fighting against an enemy too strong for the potions to help against.

Second, another scaling note. Most idle games let you increase the rate of resource generation as you progress, generally just a bit slower than prices grow (plus or minus new mechanics being introduced). Vogue just makes you stronger and tougher, letting you crawl deeper into the dungeon at the same speed.

Now, if the amount of cash gained from vanquishing enemies grew fast enough, or if the treasure chests were a larger fraction of your earned gold, this might work. But the chests in a room don't have much more gold than its monsters (and in some cases have less), and while I don't have the spreadsheets in front of me, the gold earned doesn't seem to go up that fast.

End result: I have to wait increasing amounts of time to scrape the funds together to buy upgrades. Which is technically true of most idle games, but there's usually some other upgrade I can buy to reduce how long I need to wait on the main upgrade. Something I can do to make it go faster.

Anyways. Aside from those balance issues, it's a pretty good jam game. Moving through the dungeon feels like an extra complication that doesn't add much, but it looks kinda neat.


PainRys

Am I missing something? All I can do is start the game. Clicking on things does nothing. None of the keys seem to do anything.

If you can't fit a tutorial in the game, could you explain the controls in the game description? I can't figure out how it's supposed to work.

Murphy's first law of Delivering Hope: The more levels you put into a skill, the less likely you are to hit the power-up it boosts.

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Further accumulated thoughts:

  • I think part of what rubs me the wrong way about how the down-boost is currently implemented is the ways it restricts your control. It feels like the counterpart to the normal boost, which you can activate any time you have charge, letting you use it for anything that a sudden velocity change could be helpful for; avoiding Bae, restarting a stalled flight, catching differently missing an airborne power-up, etc. But you can only use a down-boost if you are at a fairly specific altitude and moving up, meaning that it's basically useless for anything except recovering a power-up that you landed slightly to the left of, or occasionally dodging Bae if you know you're going to hit her at the right time and can get the right angle. And that uselessness isn't a factor of the down-boost, but of when the game lets you down-boost, for no reason beyond the game designer deciding you shouldn't want to down-boost when you're not going up enough.
  • It would be neat if the game pointed out certain achievements you re-achieved during a run. Not the basic ones like Super Glider, Rocket Power, or the Monopoly achievements, but the ones that feel like achievements. Might help some of the runs that didn't achieve anything new feel like they achieved something.
  • To be clear, I was serious about IRyS's volume changing with altitude. That wasn't just a joke. I think it would help "sell" when IRyS gets really high.

Some random accumulated thoughts:

  • At the moment, it feels like attaining a significant altitude/vertical speed is a liability. You don't accumulate down-boost, you can't collect yeets/sodas/etc, and it's tricky to tell whether or not you're about to crash into that Bae coming up. The only advantage, aside from some one-off altitude achievements, is that you don't need to worry about meatballs or Baes, except the ones you blindly crash into at 25 meters per second.
    It's making me start to think that yeet-boosts (and especially Mumei's big toss) aren't really helping. They might even be liabilities. To counteract this, some reward for getting high might be nice. Maybe accumulating XP faster the higher you are? Or some new mechanic, similar to the down-boost, if you want something less simple yet disruptive to existing mechanics.
  • Speaking of down-boosts...only being able to use them while moving up is a weird restriction. They're sometimes useful for exploiting an opportunity before you fly away, but the narrow angle windows and how quickly the angle bounces around, it's tricky to pull off—you need to hit F at the right moment, then release it at the right moment. And since you can't use it while moving down or sideways, it doesn't help you avoid hazards unless you can predict where you're going to land early in the arc—and if you're moving with speed, you'll probably stop moving up before your landing site comes onscreen.
    Down-boosts feel very restrictive. I feel like there's an intended use case I'm missing, because otherwise it feels too restrictive to be useful with any regularity.
  • The camera feels weird. If I'm reading its behavior correctly, it has two zoom levels it can slide between; this is fine under certain ranges of speed/altitude, but also sometimes feels weird. I assume you tried a more granular camera and something didn't work?
    It also feels way too easy to fly off the top of the screen. That feels like it should be exciting and uncommon, but it's common when you combine a decent base speed with a yeet/boost. Under current physics, a 10-meter ceiling feels too low. A fairly mundane 12 or 15 meter apoapsis doesn't feel very different from a 60- or 100-meter one; its just IRyS staying offscreen longer.
  • Airspace feels underutilized. Flying items are fun but simple, Monopoly boards are fun but random. (Though I like that both good and bad are better/less bad if you're low on boosts. Helps with strategizing.) Both are rare. There should be less stuff in the air than on the ground, but it would be nice if there was more stuff up there. It would complicate flying items, though.
    If you take this suggestion into consideration, consider adding some kind of indicator for upcoming airborne items. Actually, maybe consider that anyways—it could help make use of flight-item boosts.
  • It would be funny if IRyS's voice grew faint at high altitudes. Imagine a "WHYYYyyyyy...?" trailing off as Mumei yeets her into the mesosphere.

zombIRyS is a nice touch.

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Haven't looked at other people's scores, no idea if this is incredible or terrible or average.


EDIT: Looks like 50 is literally the lowest score in the comment section. So, not great.

"[Love] is a trade and a deal that manifests in many forms; but comes down to sacrifice and compromise."

YOUMU: I thought about what you said.
YOUMU: And I think you have a point.
DIOTIMA: What point would that be?
YOUMU: That love must be negative overall.

And like I said, the problem isn't that the idea doesn't work, it just doesn't show up. The flashback says...

GAINED “LOVE IS, DESPITE SUFFERING, ULTIMATELY GOOD.”

...but the first two times I tried, the idea did not actually show up in my idea list. It did when I replayed to get the exact text, and I wish I'd paid attention to the exact order of events each time.

Two last notes:

1. How do you spoiler stuff on itch? I feel like some of this should be spoilered.
2. Should I be disappointed that you didn't include a single "baby don't hurt me" in this game about "what is love?", or impressed by your restraint?

It's a neat concept, but the way it's implemented isn't great on the gameplay.

Luckily, those are separate categories in this jam!

I had a flashback scene of Diotima's past which sounded very pointedly like it would apply to Youmu's argument. I believe it even said I got that exact Idea. But when I went to present it to her, and the Idea just wasn't there. Which is frustrating, because the game was enjoyable up to that point...

...aside from the times that I presented seemingly applicable arguments and lost Credibility because Diotima couldn't figure out the connection there, and the fact that this is a jam game with no save slots, meaning that running out of Credibility meant I had to start over from the beginning.

I really want to see how the game ends, but I'm not sure I want to replay most of the game over and over until I figure out what arguments are right and how to not lose the important ideas.

Hold on. Can you only use the down-boost when you're going up? Is that what's going on?

I've done a bit more testing, and I've boosted without shift once. So, I guess the time I tried pressing shift was just the first time I got the down-boost to work.

Even when I'm at what I'm pretty sure is the right altitude, pressing F sometimes doesn't do anything, and I have no idea why. I'm sorry that I can't provide more detail than that. If I could...well, I guess if I understood what was going on well enough to explain it, I wouldn't have a problem.

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Two pieces of feedback about the downward boost.

First, I use a keyboard to play the game (hooking up a mouse is kinda inconvenient), so it took me a while to figure out how to make the down-boost work. The game says you need to hit 'f,' but you seemingly need to hit 'F'—like, shift+'f'. That's inconvenient and weird.

Second, it took me a while to confirm that that's (part of) what's going on, because the circumstances when I can down-boost are unclear. It seems you need to be at just the right altitude (for some reason), but sometimes it seems like the you-can-boost arrow flickers into and out of existence...maybe as the targets it's pointing at move away and new ones come into being? I have no idea how it's supposed to work, so maybe my description is way off, but the fact that I have no idea how it's supposed to work is kinda the problem?

Random game feel comment: Boosting when using a flight item seems to just end the flight, which doesn't feel like what should happen. (I guess it could be a coincidence, I didn't want to waste any boosts/gliders after that first incident.) I guess it's not that surprising you can't just swerve-glide up or something, but it feels wrong. Could it maybe accelerate the horizontal gliding, though?

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To David Wu, I'd like to say: Good work! There's a lot of obvious content updates, and lots of little tweaks for juice or quality of life.

I have no idea how you think of these boosts. Okay, Calliope "5'5" is short enough for me" Mori was obvious, but smacking into Kronii's face is hilarious and weird.


To IRyS, I'd like to say: The more you avoid Mumei, the more I throw you. You will continue being thrown, at minimum, until I see what Mumei's special boost looks like. I hope you understand what you should do now.

Very pretty, nice juice, but...mechanics are kinda finnicky. It feels like I'm sliding forward when I jump, even when I let go of the arrow keys, which makes landing on small platforms (like the second one in the game, and also the third) very difficult.

Chrome.

On a Chromebook, no idea if that matters.

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It might be a UX thing more than a balance thing. It's hard to feel a 15% boost to Calli tosses, for instance, especially when your attempts don't last long enough to max anything, or even reach level 3 in anything. The occasional double soda is a bit easier to feel, since you can see the double sodas (even if you're twenty meters above them).

Maybe the upgrades just need "juice"? Something to make it feel like Calli's throwing you harder, like the upgrades are doing something? 

Another point of technical feedback: Sometimes spacebar works instead of clicks and sometimes it doesn't? It works most of the times I load the game, but sometimes it doesn't. It's a small point (you're instructed to click, and clicking always seems to work), but it's also really weird.
(Browser version, same device each time.)

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It's so nice of Calli to give all those boosts. That, or she likes yeeting medium people almost as much as small ones.

Minor note: The upgrades feel really small. A 10% boost to something that might show up when I need it, and that I might hit when it shows up?
Maybe they'd feel less small if they came with some modifications to the probability of related things showing up? Like, the Calli-yeet-booster also increases the chance of Calliopies spawning, or the meatball-slow-reducer replaces some Baes with meatballs, or something like that.

I also olive it.

1. Maybe this was changed in an update, but there isn't a 3-of-a-kind bonus. There's a 2-of-a-kind bonus, though I don't think boosting the odds of that are worth that many unused dice.
2. I don't think you actually boost the odds at all. I think they're actually lower. With your setup, the dice being rolled only have two dice next to them. Contrast mine (I took a screenshot time).

As you can see, with the exception of the outer edge, every die has three neighboring dice, for roughly 50% greater odds of Two of a Kind triggering. You could have that for all your autorolling dice by adding another 24 dice to your setup, but at that point you have 72 dice to twelve cups, whereas I have half that many dice for nine cups.

I just don't see any way that a setup could be better than this one, mathematically speaking. Every die is being actively used, and has as many neighboring dice as can be crammed next to it while using them all. None of the buffs give bonuses for anything except being next to dice or...rolling more dice, I guess. Aside from rotating the setup 90 degrees, no other setup can match it.

Crosses tesselate. I didn't think to take a screenshot, but at least two other people have screenshots showing a 100% efficient layout, with four dice per Yahtzee cup.

Pretty good for a jam game! Though I found my dice bar was cluttered with useless elements most of the time; I wish there was a way to, say, discard a die every turn (unrelated to the two you actually use to act).

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I made it to the end with only one attack die. Not on purpose; I got some bad transformations, but the deck(?) worked really well once I pruned out the second mirror die. Figured I'd commemorate this weird run.

Note: I only added that heavy block die at the last second, not sure how it would play with three block dice. Also, I was only actually playing the game for about 40 minutes—I was interrupted partway through, but the game counted the time my computer was asleep. (It was kinda slow at times, though, especially when I fought multiple tanky enemies before, especially before I enheavied the attack die.)

Hopefully itch.io implements Ruffle or something so we can play Flash games over here...

Geez, this game just keeps getting more stuff. Apparently there's even more stuff beyond the Queen Bee...but I died on the 21st floor, confident that I didn't need to bother healing all that damage I'd taken, so I don't know what it is.

I realize this is a jam game from almost three years ago, but there's a bug where I got stuck in the wall to the right of where you get the dash. I'm not sure how that happened—maybe I dashed or transformed at the wrong time? I wasn't paying that close attention—but if the solution is more obvious and simpler than I expect...I figured I'd let you know, just in case.

You'll know this if you saw Lua's stream, but there's a bit of a bug if you just keep playing after the game loops post-bad-ending instead of hitting ctl-R. It's entertaining at first, with Dream's angry murder face saying all the polite stuff, but it also seems to make him kill you for your incompetence no matter what. Would not recommend.

Right, so I decided to go back and play through the game, and finished it this time. Further notes:

4. The background flashing red when you die is a really simple effect, but it looks nice! Which is good, because I saw it a lot.

5. It feels weird that the player character doesn't turn when they move in midair. This occasionally has an effect on gameplay—sometimes right after landing, I throw my BUDD the wrong way.

6. The art direction is great. The way that sci-fi-industrial aesthetics are blended with overgrown green-and-pink plants really works.

7. The floating turret enemies are a pain in the butt. You can't fire in midair, so unless there happens to be a nearby platform at the right height (which there almost never is), you just have to endure or dodge the bullets. Which is fine if you're just running past, but if you're trying to precisely place the Coil or you fall in the wrong nook (with a bullet always blocking your path if you try to leave), it's...not.

8. Much as I dislike the turrets, adding them throughout the world after getting the third BUDD helps make that last segment of the game feel less repetitive. The East Forest full of fiery death bullets is WAY different than the East Forest with just fire-breathing flowers and shambling vine-monsters!

9. The controls work pretty well, but with the three action buttons be right next to each other like that, I kept hitting the wrong button by accident. Dying because a deadly flower knocked me into lava? Annoying, but that's an NES throwback for you. Dying because I switched BUDDs instead of jumping, or jumped instead of attacking? Quite annoying indeed. Why do so many games do that?

10. The ending slides were cute.

See you next game, I guess!

Seems like a fun game, but I have a few things to note.

1. It took me ages to realize that enemies sometimes drop hearts. They blend in really well with some of the backgrounds.

2. Checkpoints felt sparse at times—especially before difficult platforming sections. I wound up quitting the game right before the first checkpoint on the zone left of the crash site, right after the group of enemies right after the bounce-mushroom course, because I fell in the lava and realized I'd have to go through all that and then starting some from a completely different zone.

3. I am not very good at the game. I died a lot. On the bright side, this means I noticed an exploit any BUDD speedrunners could probably use—death sends you back to the last checkpoint with all progress intact. Useful for if you fall off the top layer (after reaching a checkpoint up there), and can save critical frames after getting the first attack drone thingy.

I wouldn't say Mirror dice are essential, especially if you have enough other decent dice, but they make things a lot easier, especially if you score (and upgrade) a hollow Mirror. (And more fun—a Mirror die and a 2-3* Boost enable a bunch of simple yet satisfyingly potent combos.)

Basically my strategy. But I'd like to add a few notes:

* Know your enemy! You don't need a detailed codex of every attack every enemy can do, but knowing their general damage range and (of course) their special abilities is extremely helpful—in particular, it lets you determine when to pile on more Block dice to protect your precious HP and when to start attacking.

* Prioritize high-damage targets, unless they're way tankier than the little mooks (e.g. a blocking-beetle with a couple basic flies). The idea is to minimize the damage you take over the course of the fight; this rule of thumb does that pretty well.

* It's technically possible to get great dice on low floors—I've had The Holy (6*6 Attack die) below floor 5 a couple of times. But it's extremely rare—I try to avoid it.

* Mirror dice can be incredible, especially when paired with a 2* Boost.

* Prioritize upgrading Heavy dice, if you have them. Upgraded Heavy dice not only have a bigger effect when you play them, but stick around longer.

* If you get a purple fly, red archer, and axe beetle at once, don't be ashamed when you lose.

I keep accidentally exiting the game when I'm trying to exit the shop. "Escape == Exit whatever menu you're currently in" is just muscle memory or something. Is there a way to only make Esc exit the game when you're not in the shop, or would that just not be worth the effort for this jam game?

My big criticism is that you just get all the pinball types. You don't get a "deck" of pinballs you can grow over time, you just get everything. That removes basically any element of long-term strategy beyond "What colors do I think the next random set of dice will give me?" and "How much am I willing to spend on rerolls to maybe get a pinball more suited for this specific situation?"

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I'm not sure if I've ever won up after facing that trio. They all deal high damage, and the axe guy deals even more if you don't constrain yourself to inefficient patterns. Even in the rare occasion that I win, my HP are so depleted that I can't survive anything but good luck in the next fight or two.

I wanted to immortalize this moment.

(Especially since I accidentally closed the tab almost immediately afterwards.) Anyways, hollow and heavy dice are a ton of fun, and I'm disappointed that there isn't a way to add those qualities to dice you already have.

Yup. It's how the mirror dice level up—they have a greater chance of being usable when you roll them.

And now I finally beat the game! I'd like to thank the heavy block dice for letting me turtle so dang much, and mirror dice for letting you pull off silly stunts. (It also helped that I figured out how the crown spaces work.)