Cute story, and cute art.
Some things to work on:
Upgrades appear suddenly during a combat, and almost always I get hit after I choose one.
Sometimes I would be born after death where there is an obstacle in the middle and I would immediately get hit again.
There some things I don't fully understand, like the different types of enemies and their behaviors, or the shapes I can choose from.
Other than that, fun little game, well done.
Ido Adler
Creator of
Recent community posts
I see what you did here, an idle version of age of war :)
I finished your demo, I do like Idle games. But something in the game doesn't communicate that it is Idle. It seems too symmetrical, so I kept expecting the enemies to threaten me, which they didn't.
The way I see it, you can go in one of two ways: Make it an age of war style of game, with the enemies actually attacking us. A lot of people like that style of game and you have solid mechanics implemented for this style of game. The other option, is to give it the idle feel. I actually do like the idea of your units getting killed in an idle game, but you have to clarify visually that there is no threat to your base. For example, instead of an enemy army, put a gigantic monster coming out of a swamp and killing whoever comes close. That way we won't expect it to move, and the behavior could be roughly the same.
Anyway, I had fun, good job.
Cool game!
A lot of interesting synergies to try out. A lot of content and a fun game loop.
Some suggestions:
I feel like I needed more information. Things like: What type is each card, how much xp do I have, a lot of cards would benefit from a tooltip with information.
I should be able to switch between cards of the same size.
Seems that taking a relic I already own does nothing, should at least be communicated.
all in all a surprisingly engaging game that kept me interested, well done.
Interesting take on Tetris.
Took me a moment to grasp the rules, but after playing easy mode, I got a good sense what each tile does and controlled the situation well. I would say, the most fun are the "pipes" tiles. I would consider adding different pipe tiles of different shapes. I'm not 100% percent sure about the difference between wood and stone, probably something about how long it takes to explode, or dose the wood get infected from the fire?
The background is not distracting.
Cute game. I like playing an underdog, the story reminds me of Goblins Comic, or even Dungeon Keeper.
It's nice that each slime have a different style and strategy.
I'm curious, why not calling them Slimes? Is that copyrighted?
I do hope to see them grow to powerful creatures and see how will that look like, are they going to be huge slimes? are the going to merge? will other monsters join them?
The mechanics got a bit repetitive after a while, but I'm assuming that will improve with new content updates.
Good luck!
We made a game called Cuddlr for a game jam.
We wanted to make a card game simulating gay dating, and because of the short time we settled for a very basic memory based matching game.
In the days that followed we developed mechanics to an actual dating based card game. We liked the vibe and the characters we created and kept them. But the mechanics of the game are now completely different.
Considering we will write a detailed dev log, is that an acceptable submission?
Here is the unlisted current state of the new version: Win the Date
Thanks!
That was a nice game!
I wasn't sure if an end was coming :)
The art is really charming. I would suggest throwing the turn dice against the enemy and the higher number starting, that will be more intuitive than a dice that declares a winner. The shield mechanics can make battles to last a bit too long, I would love to see more complex cards getting made. Good luck!
We are considering if we should dive deeper into the puzzle aspect of the game, we feel like making it more difficult will take away from the exploration experience. I will look into the "zoom" idea, or we'll try to come up with other solutions, your game's art style is an amazing inspiration, so polished!
Thank you so much for the feedback.
The assets and shaders are so well done, I love it!
I missed a lot of what happens (the talk bubbles) while I focused on playing, perhaps I'll look for a play video later.
I think the classic snake stores your actions in a queue and perform them by order, which i expected here and felt like some of my clicks gone missing.
Professional and impressive submission.