Ah, I see! I missed that.
lady-mapi
Recent community posts
This was super cute!
Pharolith gave me the standard ambiguity problems, but I feel like the big problem there is that I didn't fully understand the type chart? I went back through the letters and I couldn't see where (rot13) lbh jrer fhccbfrq gb yrnea gung Zrephel vf jrnx gb Znef.
Other than that, the game was pretty smooth, and I'm kinda sad that we won't get to see the rest of Harper and Ollie's adventures.
I've noticed quite a bit of lag in the Star Chart that wasn't there before Stage 3 was added.
I feel like there should be a little bit more direction in early stage 3? I've bought all of the 1M/2M/4M spots on the map, and so far it has felt kinda random whether or not a hex has had anything. This wouldn't be a huge problem, but having to complete multiple runs per hex just to see that the only thing it gives me is a +5% to my light feels pretty frustrating.
It'd be really nice if you could look at your manual automation templates without overwriting the current pip allocations. The current implementation is annoying enough to work with that I haven't really messed with it, which seems to be an issue since the two other AIs I have (balanced and high yield: white) both aren't nearly as efficient as they could be.
Speaking of automation... the tooltip for the balanced mode is straight-up wrong. Currently, it assigns the same number of pips to each color, regardless of whether or not that color has a full tank.
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Having played this for a bit (both before the big update and afterwards), I really feel like there need to be more/better production speed upgrades, especially if filling up all of the tanks before prestiging is supposed to be a viable strategy.
I really liked this one... but I have to agree with people that tank size feels like a bit of a downgrade because of how it slows down production.
I also wish that pip automation came online way quicker, because by the time I reached 5k light and 5 complete constellations managing my pips had felt like a chore rather than a fun gameplay mechanic for well over an hour.
I'm enjoying this quite a bit!
I do have a bit of feedback, however:
- The music is really loud and kinda distracting (stirring orchestral music). It'd be nice if there was some way of adjusting the volume in-game. I also wonder if stirring orchestral music is the right vibe for this particular game, but that's whatever.
- Not having the option to type in the passwords myself feels a little weird. The current system works, but in a game where everything else is doable from a fresh start it kinda sticks out.
- It'd be nice if pausing the game to check the map/notes for information also paused the timer. Right now, the game gives you zero time to catch your breath and plan out your next move, since going into the menu doesn't pause the game and the end of each loop immediately starts the next one. That kind of time pressure is honestly pretty frustrating in this kind of "piece together what you're supposed to do" puzzle game.
Other than that, the game feels pretty solid. I hope you do well in the jam!
I had fun with this one - good job!
Some thoughts:
- The Confessor and the Puppeteer don't seem to work with each-other? My understanding is that the Puppeteer makes the villager next to them into an evil (but truthful) version of that role, while the Confessor specifically says that they always tell the truth. However, I've only ever seen a Puppet Confessor lie - shouldn't they say "I'm evil" or something to that effect?
- How is the Baron supposed to work? Does it just change an adjacent Villager into an Outcast version of that card (meaning that an Alchemist can't cure them of poison) or does it transform them into a specific Outcast (so suddenly you have to worry about there randomly being a Saint or Wretch to mess with your plans)?
- Similarly, how is the Baker supposed to work? Is it guaranteed (so if I flip over one Baker I know that either the Baker is evil OR that all of the following cards are evil) or is there a chance that it won't do anything? I only ask because every single time I got the Baker I only ended up flipping one Baker.
- It'd be nice if Knights said something like "I can't die", if only because it'd make the fact that you can kill poisoned Knights a little more obvious.
- It'd be really nice if cards that poison other cards included some reminder of what poison does.
- I think it'd be cool if Evil cards reacted to being discovered by changing their original clue to some variation of "darn, you caught me!".
- I'd love to see some incentive to not flip over every card.
I decided I'd record a run, and eventually got to this point:

Yes, that is 100 regeneration under my character (thank you, My First Wand + Wizard Cap, for being utter nonsense). The entire run was a cakewalk up until I got into this fight, where I died on turn 3 from Fire Geckos being jerks. That said, if I had seen a single damage-dealing wand, I could've wiped them off the field with minimal effort — generating 5 mana a turn is really, really nice, especially when you have a Whetstone backing it up.
Add me to the chorus of people who think there needs to be a better way of dealing with poison — the rag in the top-left of my inventory is the only kind of anti-poison item I ran into on my run (other than some Cleansing Potions, but those hardly count).
Maybe the Cleansing Wands (which I ran into, like, 12 of) could clear your debuffs instead of clearing enemy buffs? Or maybe poison could "eat" regeneration before it hit your health? I dunno, I just think that it's a little odd that there are only a handful of items that can deal with poison effectively, especially given how much of it gets thrown around by some of the enemies in the endless mode.
This was a fun little time-waster. I built a ring around a Broken Ring, a Whetstone, the hat that gives you +haste every turn, the lightning bolt that hurts all enemies at the start of your turn, and a bunch of Shivs.
I died on Floor 16 when I ran out of mana (near the end I had to spam Broken Ring multiple times on the first couple of turns to not die), but I probably could've gotten further if I hadn't sold some boots and a helmet like an idiot (for whatever reason, the fact that Haste was better the more sources of armor you had didn't occur to me until it was too late.)
I was also mildly screwed over by the armor cap — when I fought the Badger boss on endless mode, I was generating something like 200+ armor per turn, but I lost half of that due to the cap. I kinda wish I had known about it beforehand, but that's neither here nor there.
I can think of two small QoL improvements for the (otherwise excellent) game:
- Please let players see what the status effects do when you hover over an item in your backpack — you figure out what they do pretty soon, but it can kinda suck when you're looking at a Curse and wondering how bad it actually is.
- Please include some kind of function (maybe shift+click?) that lets you use an item as many times as possible. There were quite a few times where my turn effectively boiled down to "hit Whetstone 3+ times, then click on all of my Shivs", and it would have been nice if I could've done that in fewer clicks.

EDIT: If anyone is curious, this was my third run, and the first one where I beat the King.
I'm really glad that I stumbled on this game. The art is gorgeous, and the writing is really on-point. I might be alone in this, but I really found Soul Void to be spooky rather than all-out scary. But hey, a really positive message wrapped up in a spooky game is pretty much what I needed right now.
I recorded a little let's play of the game - however, I'd suggest for anyone looking at this comment to just... play the game yourself? It'll take you all of an hour and a half.
I'm loving the game so far, but I have to mention that the static noise for the hacker boss fight does not respond to the sound effect slider. The game is pretty loud by default, so I turned the volume down... and then I nearly had a heart attack from the sudden loud noise.
I also kinda wish that augments would tell you how much CPU they cost to install - if they do, I missed it. Other than that, I like it!
This is a pretty great game. I did notice two things that I think could stand to be a little better:
1) If a hornet is the last enemy on the screen and kills itself by firing its stinger, that screen doesn't end until you take an action. I've used this to get some free reloads, but I think it might be a bug.
2) So far, I've played it on two keyboards, a trackpad, and a mouse, and how well blocking works varies heavily based off what I'm using. I think the timing could stand to be a little more forgiving? I might just be a bad - I usually die by the end of the Coast, and I haven't managed to kill the shopkeeper yet.
Other than that? You did a fantastic job.
Anyway, I recorded a couple of runs: