Glad to have been of some assistance.
Hot Dog Bob
Creator of
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I believe I shot the numbers, but I'm not 100% certain.
Edit: I got it to happen again, this time there were only two numbers, 4 and 16. Right before I was left with just those two I saw some other numbers spawn in but they were all moving away from me. Maybe something's happening to the pathfinding?
Making sure the numbers were easy to see was a bit of a challenge when developing, as I wanted to leave enough room for cases where the number became very large, and I didn't want to bring the camera closer or some of the arena wouldn't be visible. I'll keep it in mind for the future though, bigger targets may be the way to go.
This is a pretty cool puzzle game. I would have liked if you had the option to go straight to the next level when you complete one though. The solutions are very intuitive, but the ladder command seems very niche, especially since there was not instance where you didn't want to go up a ladder that I can recall.
Amusing, but very easy to complete with minimal thinking about the correct path. I wish the background wasn't just water though and was something like a city or countryside instead. The portals don't make a lot of sense with the theming either. Why not something like a tunnel? I liked that mechanics were slowly introduced over time, though it's disappointing that each building was just extra movement. Perhaps they could do more interesting things, like maybe on launches you forward a number of spaces.
I really like the idea, and what you have right now is pretty cool, but you can really feel how unfinished it is sadly. The game really needs an explanation. I'm not sure what the numbers on the cards mean, I think the stand-alone number is defense and the other numbers are attack/health? I'm also not sure what the rules are, but somehow ended up winning right away most of the time.
I'm sure the game will be very cool once done, but it still has a long way to go.
Cool puzzle game, it's fairly intuitive aside from the stacking. Visuals could be improved, I would especially like the way the current colors are displayed on the character, it's a bit boring right now. The fact that you used colors and shapes is a cool bit of accessibility. One thing that may help with making the stacking mechanic clear might be to have the visual that appears in the top left appear large and in the middle of the screen, and then shrinks back down into the top left corner again.
Pretty fun, especially watching the enemy blow themselves up. Could definitely benefit from having a better indication of where your weapon is going to land. (I think the enemies would like this too based off how bad they are at aiming) The bomb seems to fly pretty far at max power though, so that might need some tweaking too.
I really like the amount of strategy you're able to get out of such a simple premise. Guard is a very neat mechanic that opens up a lot of possibilities, especially since you know your opponent while always choose the two highest cards. The game is also very quick which is nice, but the numbers that show the sum of the selected cards comes and goes too fast, and the only way I knew who had a better hand was based on the number of hearts.
Very unique and interesting gameplay, can't say I understood the lore though. I would have liked if I didn't have to press the button to use the last set of commands I did, and if I didn't have to manually reset most of the time, however. I also managed to complete the final level in two less moves than what was considered optimal.

Really cool concept. One thing I thing I think could be improved is visuals/UI. I feel all the different platforms look too similar right now, and you can only tell them apart based on the buttons next to them. One idea I had about the ratios since people are having trouble with them is maybe have some flavor that the previous alchemist wasn't good at notetaking and the order of the ratios might not be correct. Overall though it's a quite enjoyable game.
Thanks for the feedback. While I had wanted to have red targets increase health, I was concerned about it becoming possible to reach absurdly high amounts of health because of it which would make it very difficult to lose.
As it is now the red targets reaching the turret only increases score, but I may add in the targets increasing health in the future if I can figure something out. Additionally, the health increases at a slower rate than enemy health to help ensure the game doesn't drag on too long.



