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Rekka & Devine

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It's up!

Hi hdznrrd :)

Uploading now.

Created a new topic Oquonie Guide

Where the hell do I go after finding the first red pillar?

This guide is meant to be a spoiler-free list of tips to help you proceed through Oquonie. So if you have not yet found the first pillar, this is not for you, so keep playing, for your only task at the moment is to find three matching tokens.

You have found a locked red door, a red pillar thing appeared next to one of the town's gates, you have been turned back into the first character, Necomedre. What do?

THE RAMEN GUY

In your travels, you have met a small spiky ramen-eating character, speaking to him will have spawn in town and give you a token. You need his help, so make sure that you have found him in each of the worlds.

THE SHARK

Many doors, across the worlds, were locked. You have gone through the levels without paying any mind to them but now you will need to find each world's Red Pillar to unlock the door. My guess would be that you are in town and do not know where to proceed next. So this is my tip to you.

Good luck.

Replied to jkohen in Bugs thread

Oh! The second win in a row. Let me test this out right now :)

Replied to jkohen in Bugs thread

Hi! That last room potion bug should be fixed.

You have the latest build? What do you mean by "escaping the dungeon" :)

Fixed! :)

It's up! :)

Replied to SCl4 in Bugs thread

I may not have pushed that change yet? I'll double check :)

Keep it up, I'm sure you'll get to the end soon. If you really can't figure it out, make a screen recording, I'm sure someone here can give some advices.

oh that s simple then, let me make you a 32bit build :)

example 2: the shield will break against anything of 16 or above. The Donsol has 21, and thus breaks the shield

example 1 will hold against any enemy of 16 and below. And will protect you for 10 damages each time

I can make you a 32 bits build. In the meantime you can play with source.zip :)

I will investigate :) in the meantime, you can play with source.zip

You're using 64bits right

exactly :) some last room might have only 3, 2 or 1 card

You can only run if you have defeated all monsters, or have not run the previous room.

Leaving a shield behind and running, still counts as running.

updated the guide and removed "at the bottom of the deck

Replied to qkie in Bugs thread

they re up! :D enjoy

Replied to CPC_Rodrigo in Bugs thread

I left something commented, pushing new builds.

I'm the worse at deploying working copies.. I need to find a workflow.

Posted in Bugs thread

New builds are up :) Thanks a lot for the feedback and bug reports!

Replied to Kortney in Bugs thread

Fixed!

Replied to eneb in Bugs thread

Fixed!

Replied to heckhouse in Bugs thread

Fixed!

Oh that's quite interesting.

When I play with physical cards, I just shuffle them and put them at the bottom of the deck. But the game puts them in the deck and shuffles the deck. I can't quite tell what's the better option for the narrative aspect of the game. Shuffling the deck means that the monsters move to a different room, shuffling the remains of the room and putting it under deck means that you eventually return to that room.

Replied to eneb in Bugs thread

Thanks! I've just fixed these 3 issues. I will make new builds :)

Good catch with the 25 instead of 26.

Replied to CPC_Rodrigo in Bugs thread

Looking into this right now :)

Replied to joeythehobo in Yeah !

Looking forward!

Replied to eneb in Bugs thread

Thank you for your feedback :) I am building the updated builds at the moment and they include fixes for the post-death draw, the empress typo and the potion guide has been updated!

I will see what I can do about the state of play, I like the tint idea. I think I can implement this simply.

Posted in Yeah !

I just saw :) !

This is amazing

I would love to see what comes out of these experiments, and if you have any question, please let us know :)

Posted in Wish list

Thanks scott, the second feature is already mostly done :) Releasing soon.

As for sounds I was thinking that most people would play with music already, or no sounds at all, so I didn't bother. I will add some minimal sounds with a toggle I guess :)

Posted in Inspiration?
(Edited 2 times)

Hi Mike,

That question would be best answered by John, but as I recall, we were both in Train Jam when it was made and the game sort of emerged from the deck after iterations and feedback from the participants of the events.

Prior to the jam, Zach Gage and Kurt Bieg had designed a game called Scoundrel, which I had not heard of before but John might have. With very similar rules. Card Crawl is also a game that was released by the time the iOS version came out with similar rules but not playable with a standard deck of cards.

My take on this is that if you look at a deck of cards with game developer eyes, you are bound to stumble on this game. It just seem to exist within the cards.

I recommend having a look at Scoundrel :)

http://stfj.net/index2.php?year=2011&project=art/2011/Scoundrel.pdf

Okay! I will implementing that as I fix the restart bug :)

I will look into that.

Posted in Bugs thread
(Edited 1 time)

Rodrigo, I'm looking into that right now. I was thinking, would it be fun that every completed dungeon makes the game harder? So like the second run, you have 20 max HP

Replied to Dennis Au in Bugs thread

that was fixed in the last build :

sure! Doesn't show you the whole thing already?

You can use ctrl + and ctrl - for zoom

well done

The game has updated rules, I have just added these to the Guide as well.

You may escape a room, if you have not escaped the previous one or have handled all the monsters in the current room. When escaping, the remaining cards are shuffled back to the bottom of the deck.

Right, about that, I have just updated the rules. After much playtest it seemed like it may have been too hard. The game allows more than one potion per room as long as they are not consecutive.

OSX/WIN builds are up!