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jaynighte

27
Posts
1
Following
A member registered Aug 09, 2017 · View creator page →

Creator of

Recent community posts

I'll post them here for fun.


BLINDFOLD

[Common]

"Sell this Perk to close all Eyes"

Useful to double-trigger Eye-based Perks, or if an &hint opened an Eye early.



TWO-FACED

[Rare/Legendary)

"Right Reactivators also act as Left Reactivators"


OCEAN*/SPIRE**

[Legendary*/Rare**]

"Activators in the bottom row*/rightmost column** trigger an additional time."


If OCEAN is too powerful, SPIRE is a weaker version that gains no benefits from Right Reactivators. If too weak, maybe trigger two more times instead of one.


PLACEBO

[Not sure what rarity]

"Pills give (increased? Double?) Mult. Set mult to x1 on taking damage"

There is a Perk that starts with the number that is generated.

Do you take Perk suggestions?

I wasn't sure if it was on purpose to give a breather, or an unintentional side effect of changing the way the game works.

I just realized: now that cards have no time penalty, you have no reason to fear just flipping all cards in the break room.

For me, the game seemed both balanced around, and had the risk-reward feeling improved, by the time system. But we clearly have different ideas, and as you are the one making it, you clearly know your vision more than I. Either way, the game is sure to be fun, and I am probably in the minority on this. 


Also, it is impressive and admirable how you take the time to read and respond to everyone's comments both here and elsewhere. You really make this feel like a community and show you care. Thank you.

Again - this is just my opinion and should not be taken as everyone's opinion or objective fact - most media is better with a "target audience."  By starting out with a concept but then changing things to make them have "something for everybody" and simplify for a lower skill floor, you can dilute and weaken a game. Instead of being a great game for many, it could become a good - or even okay - game for all.


That is not to say accessibility features are a bad thing. I am one of the people that wouldn't mind an easier "story mode" for beginners to enjoy difficult games like soulsbornes and roguelikes. I just don't want it to be the default, be the baseline for balancing, or have the game take away key concepts of the game. 


Imagine "losing your souls and having to retrieve them" was too complex or difficult for some players, so they changed it to "you lose some souls every time you die." While that concept can work - and has worked in other games - it changes the balance of the game and how players would approach it. It also changes the atmosphere.


To me, that is the "bomb in the new version of your game. The clock might be hard for some to understand, but can be figured out, and tying everything to card flips instead of rounds makes a big difference in how people would play the game. As long as you have rounds to spare, you have less tension than worrying and strategizing over card flip values vs how much time they eat. You may know you have tons of time NOW, but you also know those minutes add up.

Most people I have seen play this game - myself included - quickly picked up on the clock mechanic. Even if it is slightly confusing, I don't see that as a problem. This feels like the kind of game where slowly learning and understanding the mechanics over time is actually a plus, rather than something frustrating. Also, time management felt like a very core part of the game. This generic bomb system is not only more shallow and less unique, but in my opinion more boring and an antithesis to what the game was. 




This is just my opinion, so take it with a grain of salt, but I think the bomb is the wrong direction to go in.

Thank you so much for playing my game, Mapsandapps!

The game was too fast for me to compete, and with no start screen i was thrown into chaos... but it was enjoyable chaos. Quite a unique spin on the "bean drop puzzle" genre.

While you clearly could have used a little more time with animations, what is here is a fun game with sneaky little traps and an old-school atmosphere that I really love.

That's a fun puzzle! I was so confused at first, and made a lot of mistakes, but eventually, everything just clicked. I loved it!
Hint: Be careful about your money and your honey

This seems like not an alternative Velgress... but an alternative sequel to Velgress, keeping the roguelike climbing aspect instead of turning into an arena game like Overbold. I love it.

Despite being just blocks, lights, and darkness, there's something beautiful about this game.

It is too confusing for me, but a brilliant idea nonetheless.

This is an awesome idea!

The manual is better than the cover, I promise :P

This was very fun! Other than a few minor bugs (jumping on landing when holding the jump button, softlock instead of game over), this was really well-made and would have been a fun secondary mode to Mortol.

This was very fun! Other than a few minor bugs (jumping on landing when holding the jump button, softlock instead of game over), this was really well-made and would have been a fun secondary mode to Mortol.

The inside of the manual is better than the cover, I promise.

may redo the cover.

How many players are needed and how many maximum before it slows down too much?

Dang, I went deep. Thanks!

I hope so too, it is such a fun game that could be even better with only length added to it.

Were you using a keyboard or a controller?

My biggest questions are if the coins have a use, and if this will have either a sequel or an expansion because it is awesome!

Forget the Domino Dungeon. The final boss is nearly IMPOSSIBLE with a keyboard, and I don't own any compatible controllers... ;n;

This game is awesome! Are you still working on it more or is it FINISHED finished? Will you be making a manual? What are the pizza coins for? And how do I beat the Domino Dungeon, aaagh!?