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hermandev

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A member registered Aug 30, 2019 · View creator page →

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Leaderboards are a bit odd. It displays my name multiple times, but the second display is lower than my second highest score.

This was quite fun! Good luck with Ludum Dare!

This is a cool game.

At first I had to guess the value, shape of items, as well as how difficult they'd be to dispose of. With each run, I learned more of these nuances, which made replaying much more interesting. Perhaps there could be a bit more randomness though?

Nice art btw.

Good luck with Ludum Dare! Hope you keep working on the idea!

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This is so cool! Funny to not only try to avoid checkmate, but also to reach destination effectively. 

I personally would want to try a version where you don’t recruit more pieces, though. To me that makes the game feel a lot less unique. 

I think the chest system is cool, though being able to keep items between rounds makes me feel obligated to get them, even if I’ve already cleared- given the rogue-like nature. I might prefer more temporary benefits that time / rounds expire.

I like how you can get killed just by missing that a move would put you in check.

 I like the underlying idea very much. I think it is important to focus on moving to a new location, not on killing all enemies, though. I’d suggest you avoid adding rewards for kills, or it could start feeling too much like how most people play chess or the game pawnarian.


Thank you for posting!

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Alright, I've played a bit-

The first time I played the game today, I immediately went to level 2, and matched a pair. Either immediately or after a subsequent click, the pair combined.

Repeated attempts on that run, however, did nothing. Likewise, when I opened tutorial form that run, nothing happened.

After refreshing the page, when I opened level 2, I saw the message "Game Paused", I clicked the play button an proceeded. The first set made did not combine.
I tried using reset stats+refresh, but that didn't fix it, though I didn't try from start screen- I did it in level. It doesn't seem to be available from start screen though.

Notably, the pause menu would open each time I tried to play level 2, but I don't think it happened the time it worked.

I then tried level 3. The first set I played, it worked. Subsequent sets did not. I tried the tutorial from there, after sets stopped working, and both the 2 and 3 sets in the tutorial work.

I refreshed the page, and when I loaded level 3, it started paused. I tried the tutorial after un-pausing, and the tutorial worked. However, sets matched in the game itself did not.

I then tried loading level 5. My first valid set did nothing, but I didn't see the pause screen on load.


.....

It seems like the game being paused on level load only happens after I use the how to play page.

Without reloading the game, but bouncing back to main menu, then back to level to, I was able to get a session that worked longer- I played 2  sets with it, then it stopped accepting sets.

Whether or not a level works

I hope this helps!

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Ahk, it worked once, but is no longer working, even with page reload.
I'll try to give a thorough report, after I play a bit.

The game itself works for me now! I'll give it a go! Though in the how to play section, getting a valid set doesn't appear to do anything.

Hey, I'm playing on Web, with Firefox, on a mac.

Fun take on sokoban puzzles. Would like to see faster movement though! Also, being able to just hit R to restart would be a nice QoL change. 

Hey,

This looks really cool, but in the How To page, nothing seems to happen when I satisfy the condition- same in the main game.

Let me know if I'm missing something, or when that is fixed, and I'll update this message + give it another go!

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Would be great if you didn't have to repeat the tutorial every time though, which does get p tedious.

I would love to see a more developed version of this game!

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Sounds cool! Don't worry about it too much though, the game is still solid even at scores above 20 million- though maybe less so if someone were a veteran snake player?

Rare characters could also have unique passives / new classes-

Various fun ideas:

- A character that goes to the front when added.

- A character that has a chance to pick up chests it walks on, even if it isn't at the front.

- A character/class that you want to be adjacent to a specific other character, but not to most characters- this would encourage players to make to make carefully sized pinched loops! Ex- it has huge damage buff when near to one class, and slight reduction when near to another.
- A character that, when you try to walk through it, places portals on either side of it, that last until the whole snake has gone through.

Looks cool, but my up arrow key is broken :c Let me know when you add WASD Support :D

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Hey, thanks for the game.

Some feedback- I recommend making history-log feature (photographic memory relic) start active. The gameplay is often only interesting when you have information about the past outcomes, and right now player memory puts a cap on the amount of such information.

Thanks for this!

This was a very fresh puzzle game imo. I think the delete system is really cool. It really helps set this game apart from other consumable action/item puzzles.

I've already shared it with some of my friends.

Love the emoji art concept. Also a fan of the binary decision system.

Thanks for the game!

Thanks for this.

A solid strat seems to be pressing a/d before clicking- simplifies a lot of the puzzles.

Also, would you mind enabling the full-screen feature?

Hey

Thanks for making this. I can't remember what this game is called, do you know?

Also, may I recommend saying "Red Player" / "Blue Player" instead of Player 1 and Player 2? When I first tried to play, I assumed I was blue, and I had to find out through experimentation which player was going first.

A lot of fun- going to send this around. Lots to learn, yet fun from the very beginning.

I keep noticing how tiny details add to the experience. There are so many things I like, but here are the big ones-

I love
* Sound FX
* Turn based Survivors-like
* Auto-turn complete
* Simple way in which drafted characters combine

I do worry about the apparent loss of agency as the snake gets longer, though. Maybe add more choices for players to make at that stage?

Thank you very much for posting! I'll be sure to send this around.