Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

JuicyChicken

187
Posts
34
Followers
23
Following
A member registered Feb 29, 2020 · View creator page →

Creator of

Recent community posts

I was thinking about this, I think if the 'bad effect' happened after you place a piece, it would feel a lot fairer. That way the player is able to mitigate the effect or play around it by smart placing.

I tried J and didn't seem to make a difference.

I've wondered about the Daffodils leader being too powerful. I don't know if it means the leader system is fundamentally broken or I need to adjust her specifically.

thanks for playing

Also, some UI elements feels a bit weird. For example, the hero power of your character requires you to hold the mouse click to then select the target. If you just click it (as I did, expecting a "click to activate --> click to select target"), then it default to hitting yourself. I had similar kind of issues with battlecry cards.

I am torn on this, because if you had a battlecry where you wanted to target yourself like a heal, there' no way to distinguish intent. I will think about this.

For the art, it's from a asset pack. I am wondering if going full AI would actually improve the art...
The overall theme of the game is Heaven vs Hell in a fantasy world.

The synergies are there. many Hearthstone Launch archetypes are fully implemented. Maybe they're not as obvious because you're not forced to use the cards in a certain class.

I played keyboard

pew pew
It's pretty much a knockoff hearthstone. Pretty much all the mechanics are the same as far as I'm aware, which makes it easy to pick up, but hard to sell on why anyone would play it. 

There is a game Shandalar which is "MTG but singleplayer" which has some fans and I was thinking a Hearthstone version would be similarly interesting.

I wonder if Dungeon progress x/7 which fills up would be enough for people to try and beat each dungeon.

It looked like this and I couldn't click on any of the menu options. Windows 11 btw.

I'm not a big fan of fps but I gave it an honest try. I found this game to be very stressful.
Combat was ok, but it was relentless and felt unending. The checkpoints were in very hostile places where I kept respawning to immediate damage or death.

To top it all off I had a sinking feeling that I wasn't going the right way which made the combat anxiety even worse.

Sniping the blue guys with the spear was nice though.

I thought the hard battle was the games way of saying "wink wink try cheating"

got the bones! Didn't notice there was movement tech like couch jump and run til the end.

67

the game managed to start this time.

nice cube

I like the art and the vibes, but the gameplay seems severely undercooked.

thanks for the report.

The "point" of the overworld is that it's a bunch of challenges for the player to beat while improving their deck. Maybe I can explicitly say "Defeat all the dungeons to beat the game"

The Visual for minion attacked already is that it's missing the green highlight. Maybe it's not as visible as I thought.

thanks for the bug report.

Technically impressive. Spiritually upsetting.
(1 edit)

Didn't know how to start the game for a while.
WASD is the superior control as you need to walk away from where you're aiming alot.

Kinda hard to see where is walkable and where isn't. the "earth" spells look greyed out when they're actually ready to use.

All the spells feel kinda  samey.

I dunno

I had an issue and recording was split into 2.

I understand the rules of the game as presented.  The tutorial is nice, the UI is nice.
But  I am very confused to the roguelike part of it. Every choice I am given in the shop, I ask "Why would I ever get this". in terms of skill expression, if there is a chip that increases payout of 5, I bet more on 5... and that's it?

I feel like to have the Balatro style roguelike tension, there needs to be stricter rules that escalate beyond the amount needed to pass.

I.E. if the buy in pass line went up to like $1k it would get me sweating.
If i needed to make the target within X rolls, it would force me to bet aggressively and make hail mary plays.. As it stands now, I can kind of take it easy through the whole game with no sweat.

nits.
the Target to pass increases before the next round starts and it looks like I haven't reached the target when I win.
(1 edit)

I was never able to do a diagonal bounce.  went through all the levels with just vertical bouncing.

I wish it just locked you into a bounce if you hit down anytime during the falling, and  no direction made you bounce straight up.

Kinda wish it was either more active or totally passive with auto retry.

SKRIMP GAME

It's got issues. Nice music.

not sure what else to do other than energy blasting the closest guy.

It just felt like you get punished for playing tetris well. You should be able to overcome the enemy with tetris skill like clearing fast and not making gaps.

I like tetris challenges, like floating pieces and digging through garbage, bomb. The weird shapes seemed like a fair challenge because the player still had agency to overcome it with placement.

Instead of randomly flipping the piece, which felt buggy, what if the piece was locked from flipping or something. The invincible timing, was ok since you can stall the line clears.

it's nice. hard to tell what's good / bad.

nice game. had some framerate issues intermittently.

do you just try the goal? not sure what else is there.

I feel like you just made Tetris worse and annoying to play. there should be gamepad support and I should be able to nav the menu with the same keys as playing the game.

All the effects should be visible without mouse over. Garbage usually grows from the bottom instead of randomly spawning an interrupting a placement. Stopping the game to do roguelike stuff feel so jarring to the flow state of tetris.

b
very neat concept. I caught my first chromatic, wasn't sure what I was supposed to do in the game in terms of objectives after that. Saw I needed a pheromone skill guy but didn't know how to get one.

This seems like a game where you should have the player go though the entire subgame normally first, and then start to cheat it or something. Like there should be an official manual before the cheating stuff comes into play.

looks great plays great. It's nice that there were some easy mobs to beat up on but I got filtered by loise.

I felt like there were way too many skills to keep track of. I don't know if you intend to slowly unlock them over time for the player, but 4 stances with 2 unique abilities each felt excessive and not very apparent why I need that many.
(2 edits)

nice beating the arena! the enemy cards are randomized every battle in the area.

 is there a card effect you would like to see?

currently there is no deck limits. Does it make it too easy/hard?

I got the first plants hooked up to autosell at the market. If there was anything else to do I couldn't figure it out. The next shop items were in the 1000s of gold which I didn't want to wait for.

looks and plays nice. it's kinda hard to get a sense of the battle without seeing healthbars of everyone at once. The dungeon walking around part doesn't add much to the game.

It should be playable entirely by mouse.

ok

not sure how people have something and need it simultaneously. not sure what the gameover criteria.

Arena mode too hard

(2 edits)



nice bird