Ooh, single minute sports sounds super neat. I might try that!
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Neat concept, though I feel that a bit more variety in cards would go a long way in adding to the experience. Right now there's always a very obvious optimal play, either to remove an illness or to raise low stats. Maybe some cards that give interesting trade offs could give more weight to player decisions.
Also, this is just one suggestion, but perhaps each turn you draw back to a full hand or at least have a way of drawing more cards? Right now you can easily get into a place where you only have one option. That's no good for player choice, which is what makes a card game interesting.
(I liked it though, these are just my criticisms.)
Nice! Really like the cardboard artstyle. My main complaint with this is that progression feels super slow. I know I could have gone faster if I knew what I was doing, but it still takes quite a while to be able to purchase anything. I'm pretty into it though, so I'm leaving it in the background as I do other things.
Oh my goodness, this is such a cool concept! And such a great aesthetic too with the console-shaped window and the adorable trash critter. I'm glad I finally have a use for my 200 desktop files!
I'm glad you liked it!
And yeah, I designed the game without any instructions in mind. I think it's a bit more fun if you play around and discover how to proceed yourself, but some people had trouble/were impatient. I added the instructions to make sure everyone could play the whole way through. (You're welcome, Mom! ;P )
Ooh, this is a really neat idea. It sounds a lot like a vivarium game, which is an interesting genre. Earthtongue is my favorite vivarium game so far, so maybe looking at the trailer could give you some ideas?
Here's a few ideas of my own:
- Slight procedural generation of the room layout
- There's a back-and-forth hero/monster relationship, if heroes are too strong, monsters will power up and vice versa
- Maybe sometimes a prompt will pop up and you can choose an option, like installing a trap or changing monster spawn rates or something
- You can drag around or guide the heroes or monsters to give one side an upper hand
- Maybe you have to choose whether to control heroes or monsters and have some incentive to make your side do better? Or maybe sandbox nature would be more fun.
- Heroes or monsters can rank up after doing well? Strong heroes may return to the dungeon after leaving.
But these are just spitball ideas. I like babyjeans's ideas a lot too.
Omg I really like this. Obviously has some strong influences but it's really able to create its own identity. I especially love all the creatures; they have so much charm in them. My main criticisms are that the camera seems a bit overly quick in movement and that the wand mechanic seems underutilized, but neither of those were gamebreaking by any means.
Are you still working on this project? I don't want to put any pressure on you though, it's still a really great standalone demo.
Similar to how endings work now, you would be able to add text to a room exit. (No text would just behave as it does now.)
This would have a ton of different uses, like:
- Noting a character's thoughts
- Giving hints or descriptions about an area
- Indicating a change in time or setting
- Sorting a game into different chapters
- Indicating consequences for a player's choice of path
- Creating pseudo-endings that bring the character to a different starting point
To be honest, exits like this would basically just replace endings in a more editable way.
Oh this is super cute! Here's a small recommendation: toy around with the display window settings on your project page so that the whole text box can fit on the page. I still really like it though!
I know you're working on new dialogue features, so I wanted to suggest this just in case you hadn't thought of it yet. Making the text end for the page and continue after you hit a button gives better control over pacing which I think is nice. I don't know how you set up the new dialogue so far, but maybe hitting enter will make text start on the next dialogue page, while no newlines will make dialogue behave how it already does.
Or DID he? My favorite thing about the censored characters is that you can never really know! (Some of my interpretations have him innocent.)
And yeah, the final line was pretty vague, but I just wanted to tie up the story somehow and thought that was the best way.
I liked this one and think there's definitely a lot of potential for cool gameplay here. (I may sound a bit critical with my thoughts here but I did like it!)
The speedy blood is cool, but I feel like it could have been better appreciated if more of the game design encouraged it. For example, maybe a bigger stage would have encouraged painting the screen with blood since it'd be necessary to get around. Perhaps bigger blood splats would also make it easier to fill up the screen and get into the core gameplay of dashing around the level. Also, maybe enemies could get faster over time, which requires you to use the blood splats, not just use them for a bonus.
Yeah, seems like all I have to say is could-have-beens, but all that means is that I liked the idea a bunch and wish I could have seen more! :)
Thanks for playing! Yeah, I noticed that when testing, I just had no good idea for how to make that a less viable option or further incentivize dash playing, which I think is far more fun. I'd like to work on the mechanic further, but I'm not sure how to take it, so I think I'll take a break and work on other projects first.
Wow, this is one of my favorites so far! Really like the concept. With a bit more polish, balance, and variety, this would be a really solid game. I got up to 664 points and 5 upgrades before I lost.