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Josh

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A member registered Jan 22, 2022

Recent community posts

Came really close to beating the Demo Lord in the new version. Destroyed something like 60% of its HP.

Would still be nice to have the aura maximum displayed, in the new UI.

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Looks like the bug with some nodes’ completions being forgotten is back:

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And another:

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how did you even got 20 liebeth affinity i can only get 18 from 1 node and i can’t find another one.

Look nearby, to the upper left of the one you found.

And for some reason, in one of the games I played in the new version, the Demo Lord showed up after boss X, rather than IX, which is why I didn’t get the mysterious invite in that game. Worked fine in a subsequent game.

Some nodes have effects that don’t match their captions. For instance, “Recite Magic Spell” says +18 Magic, but gives +17 Magic. And the option in the cabin to play hide and seek says +4 to all attributes, but gives +5 to all attributes.

Is there some other effect that’s likely causing this?

Is there any downside to casting mana blast at the bush, currently? Does that close off any paths yet?

Is it still possible, in the current version, to get the Mysterious Invite? I remember it happening after one of the boss encounters, in the previous version.

The new opening cutscene is cute. But it gets tiring after the Nth time. Would you consider adding an option to skip it?

Lots of fun, and I like most of the new changes in the new version.

Sad that it isn’t possible to beat the final boss anymore in order to enjoy a no-time-pressure mode afterwards. And it seems like the number of available turns got a lot shorter in this version.

I see…a sword, floating in the void, with music. It says to click anywhere to continue, but clicking does nothing. It turns out that finding the game requires scrolling down; after I refreshed, the “scroll” indicator showed up.

FWIW, that is the kind of baffling design decision that AI often comes up with.

I managed to find a bug and softlock on desert level 1-9.

I tried using only the healer, because there’s something hidden there and I wondered if it was “don’t destroy something” again like desert 1-3.

When I did, the rats never ran up, and the tank-on-rails shot horizontally rather than towards me, and at the end of the level the boss never showed up. And Esc didn’t do anything.

(What is the secret on that level?)

Would never have occurred to me to try that, and I didn’t see any help suggesting it. I’ve never seen anything use right-click drag before. I had tried left-click drag, scrolling, zooming, arrow keys, and moving into the edge, all of which I’ve seen before.

Very fun. One critical bug for the mid-game: it doesn’t seem to be possible to scroll the upgrade graph. So, any upgrade that’s not visible on the screen can’t be seen or obtained.

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Managed to beat the last level of Greenhouse in 2 swaps, despite the star requirement being 3 swaps.

Ditto Playroom 3.

Fun game!

Thinking about it again: using up a reroll without rolling, any dice is an extremely niche thing to want, and only makes sense for some of the skulls that take into account how many rerolls you have used or how many rerolls you have left. Meanwhile, rolling away a valuable roll is much more likely and dangerous. So maybe the right answer is to get confirmation if hitting reroll with no dice selected, and ask explicitly whether to roll all dice or do nothing.

Fun! Just barely managed to beat the final boss on my first playthrough. I actually found the third boss harder than the final boss; mirroring my own attacks was remarkably hard to strategize against.

Typo: “Just a strike of luck” should be “Just a stroke of luck”.

This is incredibly fun.

Bug report: normally, you have to select dice before rerolling to reroll those dice. So, naturally, I assumed that if I selected no dice, I could hit reroll to use a reroll without rolling any dice. I wanted to do this to use the skull whose condition is “use at least three rerolls”. As a result, I rolled away a five-of-a-kind.

I can understand not wanting to make it easy to accidentally use up a reroll to no effect. However, there’s a legitimate gameplay reason to do so. So, maybe prompt “really use a reroll without rolling any dice?” and let the user do it?

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Visual artifact: if you have the gold bar, then instead of giving the “hand is full” message, clicking to draw a card will flash the gold bar and not give any message. (It doesn’t give gold, it just flashes the gold bar.)

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I find it frustrating that it isn’t possible to eliminate more categories of items from the chest.

I appreciate that if you rush scrolls until you get all six spells, you can stop getting scrolls.

I’d love to have a way to stop getting weapons; for instance, perhaps you shouldn’t get weapons if there are no enemies and the time-to-next-enemy is more than a certain threshold? Or, for that matter, I’d happily pick a chest upgrade that gave no weapons.

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Found it, thank you.

I played that level many many times, and then one time I played it and got the hammer within 2 seconds of starting the level. Very curious what the conditions are, and if they’re something other than just purely random.

Thanks for the fun game.

Tons of fun!

I found all but one of the secret weapons. Any hints as to where the last one might be?

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I have the same feeling about that boss. It’s possible to find specific relics to work around it, but in the absence of those relics, it seems far too punishing.

Note, for instance, that Balatro has bosses like “don’t use the same hand twice” or “only use one hand type” or “all face cards are debuffed”, which can punish certain types of builds, but it doesn’t have anything like “all enhanced cards are debuffed” or “cards can’t give you mult”.

Fun!

Minor typo in chapter one: is vs are (“dice” is plural), “there is some dice” should be “there are some dice”.

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Often, there is more than one word that perfectly fits the given blanks, but the game is looking only for one of them. So, it becomes a game of “guess what word the game is thinking of” rather than “guess a word that perfectly fits here”.

By way of example, there is more than one four-letter word for “xxxx tales of”.

Another example:

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(It was looking for “face”.)

The definition for “offer” is entirely incorrect; it does not have the connotation of violent action unless added to a phrase like “offer violence” or “offer threats”. In the absence of that, it has no such connotation.

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Really minor UI detail: when an enemy kills you, the sound of them hitting you should play as the screen-wipe starts, not just the big musical sting.

That sounds ideal.

Relatedly, eventually you might want an “endless” mode (which makes it very clear you’ve won and you can stop at any time).

Generally speaking, I would argue that good games have possibilities like this, but balance them so that they’re not so easy that they become a dominant strategy. Right now, they’re a dominant strategy.

Fun! Would be nice to have some easy way to submit dictionary words it doesn’t recognize, perhaps with a citation to something standard like Merriam-Webster.

https://www.merriam-webster.com/dictionary/chav https://www.merriam-webster.com/dictionary/chad

Even at its lowest point, it doesn’t seem possible to jump onto the moving platform. Even at the beginning of the level, before the platform has moved up, I tried jumping on it to see and while it visually looks like I’ve cleared it, the height doesn’t seem to be enough to get on top of it.

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That’s awesome. Was it actually infinite? How did you get the money to keep placing that room?

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Bottomless Pit doesn’t seem to fill a row for the purposes of Bath: I finished the bottom row by placing Bottomless Pit, and the Bath in the bottom row didn’t activate.

Trying to figure out how to get past this level:

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I’ve managed to get this far, but I don’t see how to get further:

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I don’t know what the best place to report bugs on the published version is; I have the Switch version, and can’t use the Steam forums.

I found a bug in the true ending path. Since Itch doesn’t have spoiler markers, I’ll try to describe it in a spoiler-free fashion; happy to provide a more detailed description if there’s some other way of submitting a bug report.

After time moves forwards, there’s a low-contrast (green on green) hard-to-read text box. I quickly took a screenshot to investigate later, then because I couldn’t read it, I tried doing the thing you can do earlier in the game to read secret messages. I opened the menu to do that, changed that setting, it didn’t make a difference, then I saw the credits start to roll and didn’t want them to roll with that setting still set. So, I opened the menu again, and it opened under the credits. I tried to blindly navigate to change the setting again, but I think I accidentally hit the “main menu” option instead. From that state, trying to resume the game (with “play” rather than “new game”) resulted in the game trying to load indefinitely, freezing at 90%.

(I did, ultimately, figure out what the green-on-green message was, when I went back to examine my screenshot and zoom in enough to just barely make out the text and then decode it. And I went back and played through the true ending again to let the credits roll and get the final achievement.)

Thanks for an exceptional game! I hope this bug report is useful and gives you enough information to reproduce the problem on the Switch version.

Beat the final boss with zero health loss without looping:

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Victory on Ascension 6! Pretty happy with how the deck turned out.

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A couple of ideas for higher ascensions and higher bonuses:

  • Ascension: All enemies gain 1 block on every turn.
  • You could add one more card to the normal shop, and then have an Ascension that removes one card from the shop. This also means players get to see more things early on.
  • Ascension: The starting curse no longer exhausts when played.
  • Ascension (possibly a last ascension): One less starting HP.
  • Bonus: gain one random common relic. (You’d want to divide the relics into at least common/rare for this.)
  • Bonus: one extra freeze per game.