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Josh

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A member registered Jan 22, 2022

Recent community posts

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Vampires are fun. image.png image.png

The coin doesn’t seem to function; scoring it didn’t give $2.

Tons of fun! I love the mechanics.

Please consider adding an option to remove the CRT filter; it gives some people a headache, myself included.

Is there any way to remove/sell charms?

Please consider offering an option to disable the CRT distortion filter.

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Definitely an instant slideshow. Seems like the explosions are the main problem; lightning was fine.

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Is this meant to be -15 or -25?

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Also, “Taste Lemonade” says it gives 10s Aura, but doesn’t seem to.

Losing all of the saved data from the previous version is painful.

Please consider looking carefully at building save-game versioning and compatibility. There are standard solutions for this. Typically, you’d store a version number in the saved game, and when loading, migrate the save data forward using migrations defined for each version. Anything that isn’t stored at all starts out initialized to the default (e.g. new upgrades start out unpurchased), while anything that has changed gets migrated to account for that.

“Pay the fare” is listed as Terminus, but it opens up new actions.

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Finally achieved enlightenment:

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Second time was much easier, thanks to Imprint.

What is the formula for how long one Loom of Fate cycle takes? If I play a relatively short game, Loom of Fate seems to take less time per cycle, which can help to boost Imprint for the handful of nodes you touched. However, my second time getting enlightenment, I played a bare-minimum number of nodes to get through it, and it only took ~10 minutes, but Loom of Fate still took the capped 50m per cycle. Is it based on the total amount of node time used? It’d be nice if it were based on number of explored, or on some aspect of real time spent, so that playing a very short game would result in a short Loom cycle. As it stands, this took less than 10 minutes to play but would take 50 minutes to Loom, so it’d be wildly faster to gain imprint by playing through it manually.

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“When imprint reaches 2.0x and above, each 1.0x point of Imprint will refund +1 Step when the associated action is completed.”

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This is misleading. I thought it meant that it would give that many steps after completion, but apparently “refund” is literal, it only gives back as many steps as were used. So, a thing with 13x imprint that takes one step will just give one step, while if it takes 10 steps it’ll give 10 steps.

Please consider clarifying that in the help.

“When imprint reaches 2.0x and above, each 1.0x point of Imprint will refund +1 Step spent on the action when completed; this cannot exceed the steps spent on the action.”

(Also, this should say something about not working on Leisure actions, and any other limitations it has.)

Managed to accomplish this. I made this extra hard on myself by also first reaching the “walk past the void stone” without gaining 10 magic, so I could walk past it and still be able to gain magic afterwards.

It’s a pretty massive challenge with major tradeoffs, since you have to get 500 agility to get into the Crypt, while keeping intelligence as low as possible. (The other path into the Crypt needs 900 strength, and I’m not sure that path gives enough sanity to make it through to the fool’s gold given the blocker.) You also have to spend most of your sanity doing that instead of anything else, and open up a lot of nodes that you might prefer to have waited to open until after you have Vagrant’s Sword, and leave the crypt before gaining any more intelligence.

Would be nice if there were more shadow power-regain nodes that gave dedicated stats and not just “all basic attributes”. Would love to see some of the “+100 basic attributes” nodes replaced with trees of independently reachable nodes, one for each basic attribute. :)

It’d still be a major tradeoff if that were the case, just a faster tradeoff on subsequent runs.

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.