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ITR
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Made a tool to make it easier to do team-building, and updated it with the latest Pokémon & items: https://itr13.github.io/pokepath-stats/ EDIT: another update was released after I updated it, so now it’s slightly out of date again x_x
I made a tool that lets you compare pokemon stats at different levels to make teambuilding easier: https://itr13.github.io/pokepath-stats/
Would love to post this on the discord too if an admin can manually assign me one of the pickable roles so I can get around the phone verification x_x.
Ahh, then I was on the right track at least one of the times. It’s a bit disappointing that it’s just flat damage increase since they don’t have that much to say then.
Taking a quick look at the first game you mentioned, two differences I noticed right away is that they say the target “power” you need to beat it, and that they use the time the node takes as a resource in itself, instead of just the amount of nodes itself. Showing the next enemy health would definitely help in this game, so you can figure out how many stats you need to beat it. The latter I guess would make more sense, but I personally don’t mind the way you did it in this game.
Maybe I’ll try to make a similar game myself, would be fun to do a groundhog day style game with this system.
Ended up getting to the 4th or 5th encounter, but again not sure where I missed stats that could let me beat it, or which stats I had that actually helped. It would be nice to see nodes I’ve already visited in previous runs grayed out, especially with how restart heavy the game currently is.
Is the game inspired by anything else? The gameplay was pretty interesting.
Can’t answer for them, but I’ve tried 3 times now and failed the second calamity all 3 times. Only one of the times I had the demerit.
I think the problem is partially that I don’t know what any of the stats do, and I cannot actually tell what helps me deal more damage and what doesn’t. I also can’t see how much health I have during fights I think?
Like others have pointed out, the fixed converters make it too easy to solve. I think changing it to having multiple sets of levels, each with their own fixed set of converters and a definite end-point would be better. That way you can’t just use the same strategy over and over but actually have to think what’s optimal per level.
Alternatively some randomness in the converters so you have to be smart about what you want to choose.

Got to 17 rounds, but the game is pretty boring. Within a run there’s not much variety in what you can pick due to it using the same abilities as your deck, and the rounds take ages to complete making it even slower to try and roll for a good set of changes.
Btw, there’s a bug in the binding selection, where if you pick a card and an effect, then swap card, you’ll keep the selected effect even if it’s already been applied to that card.
Played the web version and won twice, once with an 4s daze applied to all enemies every 4 seconds, and once with Target All on Kudzu (though I needed additional poison help for the final boss, probably would’ve done better with double attack instead but never pulled it).

Pretty fun game, fun to figure out how to make different builds work, though I’m starting to run out of fun builds to try with the tiles that are in the game right now.
I can’t figure out how to beat the crab 😔
1470&7764&199&15&94&14&30&39&5987.291009147093&800&10&4&The Bear&Puzzle Solver&Vampire&Dracula&50&6&15&true&12100&false&true&false&-50&34.99999999999999&15.000000000000014&0&true&true&0&0&false&false&599&3610&1&3&100&50&15&5&0&29&100&done&done&done&done&false&inline-block&Nothing&https://html-classic.itch.zone/html/10273368/Dungoblin/nothing.png&0&0&0&0&0&0&0&0&0&0&Christmas stocking&https://html-classic.itch.zone/html/10273368/Dungoblin/nothing.png&0&0&0&0&0&0&0&0&0&0&Bow tie&https://html-classic.itch.zone/html/10273368/Dungoblin/chapeau/minia%20tete%20(3).png&0&0&0&16&29&0&0&140&0&7&Jetpack&https://html-classic.itch.zone/html/10273368/Dungoblin/nothing.png&0&0&0&0&0&0&0&0&0&0&Claws&https://html-classic.itch.zone/html/10273368/Dungoblin/nothing.png&0&0&0&0&0&0&0&0&0&0&Dust&https://html-classic.itch.zone/html/10273368/Dungoblin/nothing.png&0&0&0&0&0&0&0&0&0&0&1&Cavern&true&1&
First life I fell into the trash compactor. Second life a bunch of people got stuck trying to eat, slowly dying. Third life I managed to get almost all the codes, but blue I only knew 890_ for, and had to try every single combination with only 30 seconds left on the cycle. I was trying them from 1->9 and correctly guessed 8909 as the cycle ended. Second cycle in the third life I managed to get all codes with 30 seconds left on the clock. Not sure if there’s anything to do after I dissolve?
Ended up not really using the determinism at all lol. Would be nice if codes I had typed correctly got stored on the right side of the screen tbh. Very cool use of dots!
Took me three tries to get the hang of it, but got 14700 points ^^

First try I didn’t manage to get the missiles working, not sure why. Would be nice with some heat or cooldown on the guns since I had to constantly spam them with no strategy. Would be nice if all guns were hold to fire too. Relative rotation didn’t matter as much to me since the optimal strategy was just sticking as close to the bottom of the screen so I can shoot the enemies from far away, until they become so many I can’t shoot them all down. It was a bit annoying when the enemy missiles went under the water, as it was difficult to see (and shoot) them then.
Fourth try:

All the controls are on the Jam Page! Itch.io does a kinda sucky way with how they format gamejam submissions, so I just put it on top of the “how you used dots/ecs” thing.
Reset is bound to R, but I think it might not work in the build due to a bug in unity? It might play better from the editor tbh.
EDIT: Turns out it was my own fault. But if you have a 200hz or higher screen it’ll work correctly



























