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
Hypergardens
Creator of
Recent community posts
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 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 :)
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 mean, in my experience that means a game is well-designed, if the players find
- The willingness to play and replay and score-hunt
- 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.
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.
- This is just a blank page with the word “REVEL”, and then 40 words of licensing.
- This isn’t a game, or a supplement, or anything.
- 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”.
- 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.
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