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JurasTW

57
Posts
1
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A member registered Mar 11, 2019

Recent community posts

Got softlocked with +1. End expedition and end turn do nothing

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a few bugs here and there, round ended with me still having a turn. Not sure if it's bad code on "chance to add turn". But yeah, end of expedition and I get +1 but can't use it.

Seems satisfying, but needs polish. Really approve the idea of the previous person about adding a little arrow or a coloured pointer to the gem to indicate where the shot goes. Really hard to read the shapes. And maybe colour-code the shot itself to better visually point the remaining moves on the shot

Seems like the game would be a fun thing to do, but being limited to 3 tries on a guest account and I can't see all the functions of the game in a transperent way is realy just showing that the game will be shortchanging me all the way. 3 tries and "that's all you get, now pay up" is the taste this is leaving me with.

Inventory glitchyness aside, its a cool game. But of course "polish" is what distinguishes things. Right now, it needs a lot of love in the ui and user experience department, but it seems that the base is there already. 


My issues were:

Rogue is the mvp, dealing 50% of damage, meaning that he's singlehandedly better than a tank, a ranger and a healer combined. And before one says 'well they are contributing their own way', nope. I wish I could have 4 rogues as a team. It's either lifesteal is overpowered or the rest of the squad are funcionally useless.

Tank does not tank. I think there should be some damage reduction passive on him. Because all else equal, he has twice the defence of a rogue and dies instantly while the rogue goes on to solo past 13 floor.

You expect the character order to protect the 4-th slot, but its in a circle anticlockwise, meaning that my healer on 4th slot in closer to the enemy than my rogue on 2 slot .

Healer revive has low priority, it will keep draining mana on a 40mp 6% heal instead of a 40mp 40% revive. This is just frustrating.

Same thing with tank. He pops invulnerable at the start of the floor before getting into the fight and then spams taunt till dead, which, with no invulnerable , happens rather quickly. Rest in peace brother.

I spent 15k on a chest to get a lvl9 item that I didn't need to sell it for 35g. There is no reason chest need to be this expensive being how pointless they are.

The skill tree could autosave, I don't see why there needs to be a button.

There needs to be a shortcut to floor 5 if I defeat floor 10. Just saying.

In gear tab it would help to see the gear's stats if I hover over it. Just saying.

This is just from the top of my head. There is potential, but these issues are layering on one another.

Game fully froze at 1.4

No clue how obsession works and the E panel covers half the screen. Allowing enemies to sneak up on you. Stealth game where you need to listen to footsteps does not need such a heavy soundtrack durring the level. And the card swapping mechanic, while cute, is just a source of frustration. Cooldowns need to be communicated better. For 1 time i switched to yellow to dash out of the room, and all other skills were still on cooldown with me having no idea which one will be available first.

just keyboard hot keys would have been so much more playable. 


The mood of the game is amazing, but the gameplay, just agony.

Still no clue how hidden chest mechanic works. Spent 6 minutes clicking. I only got it once by exploding. If thats the system, i think its very cruel. But... eh... i guess that's what i get...

WAAAAAIT NEVERMIND GOT COUNTING LENS FOR THE FIRST TIME, BEST GAME EVER

I love the style and there's a lot of potential for it to be fun, but its just too damn hard, the curve is too steep and most fields past first boss are just unbeatable. You can be doing super good and have 3 shields, but one 50/50 and you end up getting 8 damage and lose. Would help if there was a no instadeath  relic for easy difficulty. The glasses seem pointless since you can't change your strategy by the time you reveal the modifiers. One artifact is very limiting. Ai relic is a straight disadvantage.

One could make a relic tierlist and most of them would be useless in practice.

The only viable thing past chord is candy to ease the suffering as due to the damage scaling blue hearts are only good for cheesing the no hit bonus.


And the secret chest mechanic is left unused since the mechanic is vague.


Really hope for a strong rebalance, at least for "normal"

Of course I'll keep trying but so far it's super unforgiving...

Cool game, really enjoyed the atmosphere and gameplay. Would love to play something expanded from this with trees regrowing and shifting monuments and such.

The png got me first very confused and then laughing.


Tight-tight-tight gameplay. Super fun, wish it would have continued.

Great game

"Final calibration protocol" didint do anything for me, orange purple and green were full but still had 110 pips assigned. I missed a setting?


Game start is super slow and game end is uneventful. The shift click distribution is fun, though maybe a "max, half, third" options would be more intuitive instead, since you almost always work with weird numbers.


But the overall polist is good. I like it.


Good game

Its super fun.

energized spark costing 1 red coin seems unfair, I really wish there was a resource price in the description so I don't have to waste time guessing what's better to void and what put into the market, and what to stagger.

Great game overall though, minor issues make you fall out of the immersion though

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Thank you! After two days of rolling for a good start and about 10 plays that went to lvl 8-14 and then stalled completely, i finally managed to filter out no-go cards and made a deck that almost stalled at the very end but still made it for the first time. Damn this was hard. And i'm not even sure there's any other way to beat it. 300 score is just too high. But this was damn fun. Realy wish there was a more relaxing dificulty.

Went for minecarts to draw the whole deck, so didn't bother with upgrading the resources and just pulled everything till getting the big ones. 12 minecarts, 5 gold mines, 5 furnaces, 3 gloves and a campfire that saved multiple levels.

Great game that I've been touching for months.

Froze on year 8 while shopping.

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The passives are way too expensive for how much they impact early game. By first stone apartment you don't need them any more so I didn't even know there are upgrades to passives too. Shame, didn't see 80 % of the art it seems.

could use a performance mode with 10 times less objects, my laptop was showing a sideshow.


But it's nice. And nice to have a incremental with a clear visible achievable goal. Nice

Can't skip intro and the spawner does not give the parts that I need. And when it does, Peabrain spams its textbox over its body blocking the view.

The visuals are fun, but the experience is miserable... :c Couldn't beat it and don't have time to watch into another 10 times...

The final part with 2 balls is a bit glitchy with things passing through walls and items and ball resseting even though i left it in place. But overall, needing a little polish, this was pretty fun. Gj.

All good. Don't do that tho. Don't send snakes to another dimension. That's wrong.

The +ability per egg ability is kinda chaotic. I'd love to have some control over what it picks, or there being a narrow subset of abilities from which it picks. Because it spirals out of control.  A game-ending ability pretty much.

I was really mad at the beginning. Rotations are super difficult and hands aren't as good as they used to be playing flash games. Luckily the control change helped wirh that a lot . Used a sharpy to do an arpeggio on my keyboard. Invested in -decay but it didn't make it easier. So started investing in crystals. After 10 it kinda snowballed easily, then went into negative decay and now have 25k crystals. 


Game needs polish  , right now it's carpal tunnel simulator. Shop could use click and hold option.

Also the high pitched noises from rotation and background sound is really painful and loud, so had to turn off aound entirely. It does not sound like a safe sound, please adjust the levels and pitch, it's ultrasound.


No endgame though. Shame. But else this can become a nice incremental game, needs some love and unlocks.

oh. Hm... i thought the enemy was moving while I was in selection. I sorta was in a rush to get the choice through to make it more impactful to interfere with enemy's actions.

But it's not bad. The game is fun and is soulful. It's a really good quality to have. And it's surprisingly stable for the state it's in.

Good job!

I couldn't interact with the shells, they aren't pushablr and e didn't do anything. The two straws are prompted with "e" but nothing happened. Does the ship need to be powered for that? All my coal gets stuck in corners constantly...

Screen scaling is off both in windowed and fullscreen modes.

third screen, after boss fight, loops to second screen,  to sprear pickup.. Don't know if it's intentional.

Style is cute but the game is broken.

Adorable. Seagul spawning right in front of me did a jumpscare with no trajectory to escape.  Easiest to move was to hold A and tap D , especially it was too hard to leave the second line crab. Short and sweet. Wonderful.

What the heck did i just play. Started as a fine snake game. Then it was a rougelike thing. Then my snake ate an egg and activated warp speed, completely out of control. The. Another egg. 89 abilitiest... It achieved warp speed and shot to another dimension.

Not even funny, this game gives existential dread.

Its a nice game.


Sad that couldn't fastforward the text. Wanted to read it but it was too slow.


Once the flying slimes came i was zoned out of ammo upgrades and got overrun. If you lose the combo you're done. Could use piercing permanent upgrades to make itemless run a little more possible.

Concept is cute and simple. A lot of work into the menu and the friendly tutorial.


I used a freeze card on my oponent early and he didn't unfreeze. Repeated that. Yep. Freezes untill the end of the round.

Hard to read the cards since it needs to be done quick. Effect cards could use icons or pictograms to improve readability speed.

Didn't understand the steam mechanic, since it lowers the score it seems really unproductive to use. If you behind and you use it you might fall more behind. If you're ahead. There's really no benefit because of the -3

Also 1/5 pulls are 3 empty cards. Maybe empty cards should be small +score instead. Holding 12 second combo to receive nothing is weird.

But else would love to check it out more.

Its a good fun dice roller and is pretty complete at the moment.

 Its visually okay: readability is a little weird because everything is white on blue, one can't distinguish between × and + easy. Maybe every type could use a smudge of colour. And extra round adding rounds as it being pulled, not as it being played like the rest of the cards can pull one out a bit. I think the fairest approach would be just a button appearing, offering to end early, but yeah, don't see a scenario where not playing your deck would be beneficial. Right now if you grab good stats early, you shoot past the goal and get transfered too early to use the whole deck, just as you mentioned.

Still, it's a thing and it's addicting. Gamespeed option would be great, I want to gamble faster!

3 different pc's

15 minutes.

Does not load.

I really get screwed by the fact that stage ends early if you complete the goal, leaving my upgraded upgrades unused. Its double rng and a good deck can get dumped at stage 6 while an unsustainably bad deck will linger to stage 9 with no hope to get past because it was investing in consistency rather than growth. You can cheese it with extra rounds but the lack of investing into upgrades will catch up quickly, and the extra rounds are the third rng.

This is officially gambling³

So i figured out that i need to put cockroaches in the sleeping bag by the fan and use controls in the yolk to attempt to navigate, but after i bumped into the enemy i'm not sure what else is there.

Does not load

I just got baited into playing "pong for two"

- respect

It's an okay pong though. The fade of score and the logo is nice. But the score starts from 99, not zero. You tried.

One of the more fun brainteasers. Spent about 3 hours sorting blocks while waiting, doing some stuff in between and then returning. Got to 22 lvl. It starts to get tedious there. Sorta want more items or threats that will allow to speed up the play. Maybe a pair of portal blocks that can be undug and moved to allow access to block dumping area. Maybe with a fat cooldown. The springs sorta give inconsistent access to some areas. And maybe some rare blocks being spiked, while being available for pickup requring extra space to manage them carefully.


But it's really fun so far, just replayability dwindling.

it's not a bug, it's a feature. The game still works nevertheless


if you wish to refine , Maybe you want to add a tier mechanic because the only difficulty increase is from new dots appearing, which can be mitigated by eating a dot to reset the decay timer. Maybe with each tier there would appear a circle of dots on the outer edge, "the world decaying" making passing to the other side effects the field a taxing move, yet at the same time clearing a path that may be used.

But. I think it's fine the way it is. Great game jam game.

After 7 minutes score went to negative, -25000 or something, i didn't notice at what point it happened. Was too curious to stop and make a screenshot.


But the game is fun nethertheless. Gj.

There's a strong mood difference in engagement between this and other incrimental games. It's a solid prototype.

In this game you get to click 30 times in total and you are done with all the upgrades with an artificial time buffer of there being a wall change and you need to wait till you gather 20'000 coins 35c/second I do more clicks to post this reply than to beat the game.

The balls look nice, but that's about it.

Was able to beat it with an early gluttony. But i really believe that 70% of the matches are not solvable, for example if you get a forced double armor enemy upgrade early. And enemies being able to stack upgrades while not having that option really kills it. The difficulty spikes on some playthroughs are tough. Sometimes ending up with 25 attack on enemies.


It's a fun brainteaser though. I semi-enjoyed it, but was frustrating.