I already have the game from substar but I'm just here to say it's cool
Kamoo
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I wouldn't say it's as much of a VirusTotal issue as a fact that VirusTotal is not intended to be used that way. I found a blog post that explains it so I don't have to: https://www.remoteutilities.com/blog/is-virustotal-the-right-tool/ (side note, although I'm using a link here, please be very careful about clicking any links in the itch.io comment sections as a lot of malware-posting bots have been spamming links too)
If VirusTotal is reading a significant number of reports then I'll see if I can do something about it, otherwise it seems to be working as normal.
There used to be a way to win using hypnosis. It was easier with horns. Now, you can still use hypnosis, but you need horns.
The other two ways to beat 0-3 don't need you to be a sheep-girl. I didn't think it would be a problem to remove the no-horns hypnosis, it was done to be the same as the ropegag scenario and to steer people towards getting the new shrine 'ending'.
Same. I've squashed dozens and they aren't going to stop. These accounts also seem to be uploading stolen games / trojans without anything stopping them. These accounts can message a hundred game comment sections in the span of an hour the exact same message!!
Hyperlinks in comments should be disabled until this is solved.
the game is good design because humans have OCD brain and want to put square peg into square hole
we are putting square peg into square hole
good job
anyway various thoughts
1. I thought "this game needs a bigger objective" and then I realized I was in a boss stage. That's basically what I want, but it isn't very obvious it's a boss stage aside from the different generation. A different background or something would go great.
2. I'd like it to be more obvious when you get money and how you get money (crates don't show how much they're worth) currently the user might not think they have any reason to push stronger crates. I don't know how well puzzlescript handles effects but some sort of 'you got gold' indicator would be nice
3. I'd like some indicator that makes categories of items more obvious (potions versus relics)
4. bronze crates are hard to distinguish from regular crates
I keep trying to double check if the 'crates on targets give +1 gold' is actively working or not but I never actually remember to check aaaaaaaaaaaaaa
my main concern is how long the game is right now (50 levels), it feels like it could be compressed down to 25 levels with a boss level every 5
I swear I'm sometimes losing 2 moves instead of 1 and I don't know why. double move potion??
died to level 20 boss despite thinking I got all the targets. I got the target on the last move, which is also how I got the target on level 10 ... I moved a box-in-a-box spawned box into place with the sticky potion so I don't know if that matters. shouldn't do, I recall using it on level 10 too. Maybe there was a hidden target somewhere? It'd be nice if the targets could be made more obvious on boss levels.
I also had the sudden crash. It occured when there was Oil on the screen and perhaps it was going to chain merge into something bigger all at once, or...
Maybe something collided with two objects at once. It's a recurring theme in suika-like games that you can have multiple pieces touch at the same time and cause some sort of effect.
I like the shapes and physics, but yeah. Just revamping a game from a year ago isn't going to get much attention now the suika craze has kinda blown over. Does make is more obvious what the game is with the title though.
Sure is a lot of Sukia on this page ...
oh, by the way, a volume control would be nice rather than just a full on mute/unmute.
There are some effects on the payout but it's still a bit confusing to work out what exactly is being paid and how. I can't even see what the payout of each individual option is! Especially with abstract/numbers based games, this kind of thing is the hardest challenge in gamedev so it'll take some time and a lot of iterations to make it clear.
Actually, I didn't even realize the guys on the side had any effect on the player until the Commissioned Agent came in since his affect was really obvious compared to the others. Speaking of, I'd find a way to color other players' chips differently to the player's own.
Since the game is a Balatro-like, it's worth taking another look at Balatro's effects, the UI is so interactive that even just hovering over a card makes it shake and wobble.
I just realized that every card in Balatro is designed so it can be picked up without committing/buying/selling. Maybe that's not relevant here but it's kinda interesting since players/streamers are always picking up cards while they think about if they want to make a hand or buy a card... I wish my own code wasn't so bloated that I could do stuff like that, my animations are always so stiff.
for some reason, I thought Craps was a very simple game and the tutorial may have proved me wrong
I hope there are people that don't skip the tutorial because they assume the same
I've been watching the progress and like the look of the game (wojaks included, regardless of how goofy they are) but the biggest problem I'm seeing here is a lack of hover-over interactivity
if I hover over something with my chip it should highlight where I can place the bet, when I can place the bet
if I try to make a bet somewhere I can't right now, it should give an error effect
if I hover over a bet, it should show me what effect it will have / what it's looking for somehow (this is obviously a difficult request with some mechanics, but the in field bets for example can highlight which numbers it wants on board at the top) don't just rely on writing the numbers on the bet area, highlights and effects can be more powerful
why is the description AI generated
anyway I'll come back and play again later it's neat
I've thought about something like that and it makes the most sense. But it'd take quite a bit of work to set up the UI and system for it and I don't want to get started on it until I'm confident in it.
I've had other ideas like having each transformation (or lack of transformation) give a skill by default but I'm not confident in that either ...
Hi, it seems there are some bots on itch.io now that'll go around posting links to sites that I assume are just malware. I've put a notice up to say not to click any links in the comments section, but some people might miss it, so I'm saying it again here - be careful about links posters by users in the comments section!
Apologies if anyone was affected by those links, I haven't seen it happen before.
I'd like to work on getting a new public version up but it's been a bit slower this season (because of working on a new area + some stuff about having to move and clean out) especially contrasting winter when I was getting public updates out every month or so. Regardless, I'm still working!
aaa there's always a lot of comments but to reply to them in general:
- If anyone doesn't answer your questions here, check the game's discord! Usually people answer questions there.
- I do read suggestions even if I don't respond to all of them individually. Quite often I'm planning to add these features, it's just a matter of when / if I have time.
- With regards to any translation, they're bound to be a bit awkward until the final release. On the final release I'll be trying to get all translations to the same point. Until then it's down to fan translations to help cover it, which happen whenever those fans decide to do the translations.
