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Hypergardens

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A member registered May 06, 2019 · View creator page →

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I’m just gonna 5/5 and comment before it’s even done downloading, the artstyle is so cooky, I can tell there’s a lot of heart in this game, and it inspires me. Adorable as hell. I’ll comment again when I’ll review the gameplay

Mhm, so far so good, and each hit does “The Damage”? So… two attacks of two hits each, only one attack hits, do I deal damage twice? Also, if a 6 was involved, do I apply two stuns/bleeds etc? I honestly love the status effects.

Ooh! Happy to debug your game! I’m still a bit fuzzy on how attacks and hits differ. Could you give me a brief example?

I also think this pairs well with the ACSL ( https://anticapitalist.software/ ). Maybe “pairs” is an odd choice of words. But I find myself.. inspired by this idea that small, human things are the ray of sunshine that never faded out in the slopstorm.

Oh, sorry for not replying, got a bit busy. I mostly just added rollers to JSON lists, I’ll make a HTML interface if you want, or I can share the script as it is right now.

I think what I want to add for the most effect (without coding every little thing) is the base damage and defense of each item, and a slot for each.

Just a couple questions: The (+5) on items means 5 damage per hit, and (-4) means 4 less damage taken per hit? So you can take 0 damage no matter what for a while?

Also, do “extra hits” mean extra attacks?

And lastly, Doubles + etc + Disadvantage and damage only on enemy rolling 6… means I’m invulnerable right? I only take damage on a 6, so it has to be the lowest of the pool, which means they’re all 6, which means it’s blocked by doubles?.

I’m there already, yep!

I am 100% behind the idea. I think the things I actually have in mind are essentially roll tables. Caves of Qud, or most roguelikes, use proc-gen. GalaxyKate’s flower generators. Inflorescence City (http://inflorescence.city/)… This is the kind of thing I mean. Maybe the deciding factor is intent.

Whether “AI is a tool” is a per-subject conversation that often makes me roll my eyes. Code, though, code is ideally just how coders express themselves. I love games, I love creativity, and I love the human intent behind anything, no matter how janky. I won’t misuse this :)

(1 edit)

Update I have made a roller to keep track of items.

I am on floor 11 with my absolutely sick stunlock/disadvantage/multiattack combo and it would take divine intervention to stop me.

2 Shield: Heater shield of Intractable(-5) Vitality(-5) 9. Flee: Can avoid combat with one enemy per floor, but no loot. 2. Frighten: +1 to enemy attack roll target. 4. Advantage: Roll +1 die per attack. Hit if any die meets the target.

3 Armour: Breastplate of Impregnable(-5) Fortitude(-5) 19. Trade: Halve enemy damage but -1 loot drop per enemy. 14. Doubles: Enemy rolls +1 die per attack. Any double cancels all damage.

1 Sword: Falchion of Dominating(+3) Temperament(-6) 8. Stun: [6] on attack roll makes enemy skip their next attack.

4 Boots: Greaves of Unassailable(-6) Temperament(-6) 2. Haste: +1 attack roll on your turn. 1. Toughness: -1 damage per hit.

5 Amulet: Rhenium amulet of Violent(+1) Fearlessness(-6) 3. Disadvantage: Enemy rolls +1 die per attack. Use the lower number. 14. Crazed: *2 attack rolls per turn, but +1 to attack roll target.

6 Ring: Sapphire ring of Howling(+1) Punishment(+6) 7. Shock: [6] on attack roll adds +8 damage at the end of your turn. 11. Follow-up: [6] on attack roll can be re-rolled, extra hits counted. 4. Block: No damage from attack rolls of the minimum target number.

I’m gonna give this a whirl, it looks cool. If I enjoy it, and if you’ll allow it, I’d make a roller for this just to keep track of items… maybe even a browser version?

I mean, in my experience that means a game is well-designed, if the players find

  1. The willingness to play and replay and score-hunt
  2. Various strategies to do so

I love your style as a designer. They say experience creates quality, but quantity creates experience. I respect your balance of both, and I’d happily read or watch more about your creative process.

I’m absolutely with this. I think large-models, LLMs, whatever, are the bane of flavour, so much so that I find myself more endeared than ever with -any- artstyle, including retro and pixel art.

I’m curious because I don’t want to infringe and disrespect this. What’s the policy on non-generative machine learning? Such as procedural generation, parametric stuff… Basically anything a map generator or roguelike would deal with. The Spore planets, for example.

Absolutely lovely, really engaging and simple, and I might do a run exploring the whole map or something. Strong core, inspiring that I make a little game like this too. Reminds me a bit of Slipways!

53 points! Love your little creations, as always :)

Ok this actually baffled me with how clever it was. A fun little solo game with -nothing- but dice, that’s actually good and has variants? Wild.

Am I playing wrong? Having to match the value precisely terminates a lot of my games before they even start. Can I offer -more- than their value, not taking favour into account?

I really was gonna just appreciate it, just leave a nice rating, and move on… but JENNY DEATH. 5/5, very cute, it’d be a 6/5 with a little quest hook or trade column.

Not gonna lie, it’s a bit irritating that everyone is comparing it to Balatro when it’s a lot more like what came before it: very, very good solo card games, like Regicide, Scoundrel, etc. I’m willing to bet the designer is at least aware of that design space, if not downright adept at it.

Impeccable, right up my alley, the kind of card game that justifies its digital form by adding enough depth, variety and digital bookkeeping. LIKE BALATR-

I’m a big fan of solo card games, and I love seeing some of the potential inspirations, mainly Scoundrel and Bogey.

Genius, sleek design, instantly got my gears spinning. Aside from the abilities not being noticeable until I didn’t know how to not-die… I loved it. I said out loud “Damn, this is even better than a demo, a free itch version. I’m so buying this.”

Then the name seemed a bit familiar. Of course it’s the mind behind Slipways, a total gem of a game.

You’re an artisan. I wish you similar or better luck with Solitomb. I’m buying.

Ah, ok, it’s my first time contributing, I didn’t know I had to do that, thank you for the link and the patience :)

image.png

Absolutely delightful experience, I’d happily play an expanded version, and I got madly attached to my mad boy Thethen.

The creation of the zine itself, the distortion, and the creative reuse of its elements, is as cozy-punk as it gets. A Stardew Valley punk dressed in black, squinting at you from across the room.

Excellently composed, they reward second and third glances over each, and divination fans who take their time might find identifying the components, and new meanings, very rewarding. 5/5.

Something soft, real and immortal binds these adorable little pages together, beyond paper and code.

I’m so proud of you.

Aw, I’m glad! I was quite surprised to see it’s the only game of its kind on your page, I’d love to see more!

I honestly adore this game, and the solo mechanic for what is essentially speedrunning is something genuinely elegant.

Possibly my favourite “quick snacky game” <3

Don’t get me wrong, the demo works like a dream on Wine on Linux, and I love how tactile and elegant and choicey the game is, it’s just a recc to get more players <3

I wish there was a demo for Linux as well

?

You can’t assign a license to a single word. Or claim that it’s a game. Or claim that it’s about “accessibility”.

It’s a nihilistic, mean-spirited joke about all of the above.

Or maybe it’s about capitalism. The “performance” of taking a single grain of sugar, wrapping it in a candy wrapper, and not just saying it’s candy, but copyrighting the “brand”.

  1. This is just a blank page with the word “REVEL”, and then 40 words of licensing.
  2. This isn’t a game, or a supplement, or anything.
  3. You can’t copyright a single word, and there’s no way that you can expect “CC BY-SA 4.0” attribution on the word “Revel”.
  4. It’s pretty insulting to “accessibility” itself that you’d call a single word “accessible”

This is just a mean, sneaky joke to grab “first upload” on the jam, and again, insulting to the idea of “accessibility”, which is a real thing in gaming.

It feels like a nihilistic… anti-joke about game design. Or copyright. Or playtesting. Or game jams?

Whatever beauty or artistry or meaning there is to roleplaying games, “Revel” is, at best, an exploration of a bold… grey… lack of any of that.

Absolutely delightful, and it has a twist <3

Beautiful

It doesn't work for me on Firefox Ubuntu, to click on "Continue". I'll download it and get back to you

Very catchy, lovely animations, and a huge amount of potential in the core systems.

However, be careful with the following:

- stacked multipliers are ridiculously powerful, resulting in hundreds or thousands of gems, endless healing, and even a game freeze upon high numbers

- turtle play where you're just farming shields/healing and money

- insta-wins with stacked multipliers and AoE

A silly, enjoyable, juicy, charming little game! Looking forward to updates!

Excellent, simple design, I love it!

Yeah, it makes sense after playtesting (which you absolutely have no time for in 3h), because you mostly run away from enemies, followed by the only decent, ranged combo. I wanted to see if the mechanic works well, and I got inspired by it in my next game somewhat :D

What part seemed unfair to you? I'm really curious

Interesting use of the mouse wheel, and I always like an inventive health display!