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TheFrog

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A member registered Aug 05, 2023 · View creator page →

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(1 edit)

I played quickly some turns, but probably would need to play longer to notice the difference, i unlocked the second character once, which i find much more intuitive and fun to play than the warrior (paying with health never feels good to me)  and it felt the cards i got with the second character were most of the time showing more inherent synergies. 

This creates some interesting and non-trivial interactions which I quite like, as well as actually reducing overall complexity in a roundabout way (since I currently have 27 statuses, which would grow to ~50 if I would replace every negative status with corresponding “inverted meaning” status).

Hmm I would say complexity is how difficult is to understand a rule and hold it in your head, for me it would help to reduce complexity, if you have special rules for - and +, so that i can more easy associate them with words. If you have a rule for - i want this behaviour and for + i want this behaviour... for me a second word would help... if the behaviour on the other hand is the "same" then a second therm would not be as urgent.

Your comparison with Slay the Spire is very on point. I intentionally deviated from “simpler is always better” rule of card design which StS embraces. I compensate for complexity a bit by simplifying other parts of the game (such as UI and game map).

I would argue the map of slay the spire is mostly there to reduce complexity and not to increase it. If you think from the player perspective, it is build in a way that:

a) it reduces the players choices to a few simpler once he can decide up on (avoiding analysis paralysis)

b) it teaches the player core principles by putting emphasis on certain aspects of the game (for example in some occasions you might be offered a card removel) ... if the meaning of this isn't obvious first, the player has plenty of time to learn it.

In your game from my perspective you introduce everything all at once after you play a round:

The player has a lot of choices to make

- (which card do i want to keep - which might work with other cards or combos I don't know yet or put in for special purposes that will only come apperently later)

- Do I want to pay some money for removing some cards? (Paying money for doing something especially when it gets increasingly more expensive... is something many players will only carefully adopt too... as long as I'm not sure how and which card combis to aquire... will i make a mistake if I throw this card out etc. (slay the spire solves this elegantly by simply giving you a choice from time to time) and how does it compare with the other options?

- Do I want to pay money for some new choices? (Again feels strange if you're not aquainted with the deck choices yet) (which automatically conflicts with the other option)

- Then the artifacts... from which some of them are probably specialized for some combos the player don't know about yet. (Again friction for new players) (It is much less dramatic if this doesn't happen so frequently)

- Then you best take a look at the coming opponents (it's good that it's there in some sense and i only noticed recently that you can preview the monsters which are about to pop)... but would you expect the player to go over there read the description of every possible opponent and then make a choice? (So for optimal play I would have to do this and figure out about something like the wyvern there and might decide it is to dangerous)

In slay the spire most of this choices are in a "sense made for me" or i can concentrate on one of them not all of them at the same time, which reduces complexity a lot.

Yeah, I think a game which is more complex cards than slay the spire can be interesting, I think it's a matter how it gets introduced though and maybe some hardcore card game fans will enjoy your game quite a lot and are enjoying all the little twists you intented to be there and are also busy learning the tipps in the wiki. 

My time unfortunately is quite limited, so I won't have the time to dig really deep into your game.

From what i experience it feels like a game where you put a lot of cool stuff in "because you liked it", which usually becomes a beast later to tame. Don't get me wrong i enjoy some complex games, but usually i prefer them to increase in complexity gradually over time - for example SpaceChem is one of my favourite games, the difference is that it starts small and gets more complex, which leads to every step of the gameplay being fun, I don't have to sit through a longer tutorial phase, just everything gets introduced step by step... so it avoids the questions - does spending time with it "is actual" worth it, will all the complexity lead to a more enjoyable experience in the end. (Same for example with chess or go directly from the start, the rules are rather simple and you can start your journey end get better over time enjoying it straight from the start without too much "homework", or even starcraft 2... which will have a lot of homework later if you want to climb in pvp).

In your game it feels like the process of creating it was "putting a lot of rules and cards in very fast" ... of course correct me if I'm wrong... normally I woud argue, when creating a complex card game, a different approach might be more suitable "start with a small amount of cards maybe 15 or something"... and then over time and based on player feedback grow the game into a more complex game, this approach has to advantages:

a) it allows you to somewhat tame the beast of complexity

b) it allows you to build a much smoother game introduction for new players (being a kind of summary of what you did to reach this point)

this doesn't mean that you can't go for your +- status ... it just means once you implemented all of them step by step over time... you can be sure that every mechanic will work and don't overwhelm the player and that there are less "unforseen complications, which are hard to fix once a big forrest of rules start to interact with each other in unforseen ways)

 An example of a game which has more complex card rules though if of course magic the gathering, which introduce some complex mechanics especially given how many cards it holds... and is in  sense more similar to your game. I just want to say that the learning curve and complexity of this card game is "tamed", because of two reasons:

a) there are suitable beginner decks only introducing parts of the mechanics and are optimal for getting used to the game

b) the deckbuilding and gameplay are two seperate steps... so the player has all the time in the world "to build a deck of more complicated cards" and take the synergies he understands well and create more complex decks over time, so you really are interested how "well the synergies will hold in real gameplay"
 

I would argue that your game would profit from a phase like this instead of having this long tutorial in the beginning start with a completly prebuild deck, which contains some interesting synergies and let the player figure them out on his own... (so he can have fun right from the start without having to learn to much)

... then maybe have a second run, where you introduce some status changes more in depth etc.

... you could go really slow here... no need to rush... aim should be to keep that the player has as much fun as possible while introducing complexity step by step and finally "have a full grown player" who has a strong basis of all the important fundamentals of the game and feels much better equiped to make the interesting choices, you want him to make.
 

The tutorial at the moment feels a bit forced... I thought about it and I came to the conclusion, that is due to the following reasons:

1... it is relative long without being challenging and it gives you a lot of information fast

2... it forces you to slowly go through stuff, which for most of the part is rather obvious (so it feels like a bit cumbersome to be introduced to it)

3. It forbids you to play card (one thing i figured out latetly is... that players usually hate it, if an "action" is not allowed even though they know it would do no harm

4... some of the information is a bit cryptic 

Just before I forget to mention it... compared to the first version I played the warrior plays better now... ( I rememberthe health sacrifices to be much more brutal earlier... but I might be wrong)

Take away what is helpful throw away the rest... just my perspective on the introduction to your game at the moment.

“defence” works like this: when taking damage, defence is subtracted from the damage, and spent at a rate of 1 per damage prevented, but only if it was >0. So if defence = 3, and incoming damage = 5, then incoming damage becomes 2 and defence becomes 0. If defence = -3 and incoming damage = 5, incoming damage becomes 8, but defence stays at -3. I will try to re-phrase the explanation.

one guy who specialized in game design told me a good rules are elegant, which means the rules should be really simple to understand but hard to master (for example chess most 6 year old will understand the rules... but they probably won't play good chess)  - in your game i feel like there are many "complex rules" that require some learning curve before at least me would be fully accustomed to them. The self melee and this defense rule i would put them inside this category - you implemented them for a reason - you probably like the idea of having negative defense (meaning the player suddenly taking damage) or the self harm "which can be prevented" when it is "own melee damage" but can't be prevented, when it comes to card cost -  for me both of them break my basic "intuition" about how things are supposed to work in any game i played so far "defense was a good thing" and "harm was harm no matter which source" - for example after I noticed "I can't prevent harm from the cost of  cards" I didn't give a second thought about preventing  any harm from any card. What was giving me a hard time with understanding the defense rule is... that I tried to understand it without the "defense" you printent infront of the definintion... if you would have written "if the defense value is greater than zero an icoming attack will be reduced by..." it would have been easier for me to follow... for the sake of clarity i would probably choose a different word than defense though maybe something like "physical resistance" and then formulate it with a text rather than a formula and highlight some important aspects with color - " a physical resistance value > 0 will offer you protection, incoming damage will first reduce it to zero before you take real damage, be aware though a (red) "negative resistance value" will be added (red) "to your damage taken every single round"... maybe something in this direction if you want to go along this path. I personally think there was a reason why the games I know though, would not "mix defence" with other status effects, first basically to build up on "player intuition" and second to keep the complexity low instead of having a more complex "if then" rule you can achieve something similar by just having to simple to understand status effect like "injured" and "defense"... don't know if there would be fix that would you allow to incoperate this two status into your game by keeping everything more or less the same just to clear things a bit. ... I must say despite all the complexity i had some fun playing the game (just it was under all this clutter of many times "too much text to read"... which probably essential to do, to play your game really well" and for me being it a bit cryptic to understand... I'm used to some card games which I played quite a bit... although I'm for sure not the greatest of all card game fans... i played slay the spire for example and enjoyed it, but it wasn't my favourite game... just there i felt every card description was very self explainatory) In your game i frequently stumble over cards "which talk about status effects" I haven't even aquired yet and then it feels a bit confusing for me right from the start) ... and of course in hinsight having something to "push through" the deck fast to get more value out of bash makes a lot of sense.

The toughness does reduce card cost, so 6-cost Scales card pays for itself if you play more than 6 total cost of cards afterwards. Playing Scaled Skin + Muscles gives your 2 strength, which you did manage to pull off once. This combo is powerful but very expensive, and default healing in the deck is not quite enough to support it.

(yeah i felt not enough healing was a big issue)... didn't fully grasp the concept of toughness though... (it felt kind of expensive to pay for it... so i didn't want to invest too much time into fully understanding it)

just played through, like the sound effects... level 2 is a bit tough... once the key is on the ohter side of the wall... it is hard to attract it so that it get stuck on the wall, without it coming back out again.

Link to the playtest:

nice! yeah feels great now... just the difficulty curve now is to hard for me :)... i won't pass level 2

Thank you again for taking your time really appreciated!  You already helped a lot and know you continue with it!

Yeah I find the mats also a bit confusing and would like to have clear distinguishable positions to place the tiles and hmm yeah me too needed a bit to get used to the "new balloon" design - just will not decide this by myself, since the artist working with me on the game has the last say, when it comes to design decisions.

It's a pitty that you experience so much LAG now... just since we want to publish the game on Steam more or less as a learning experience... the issue should be resolved once it's not longer run inside the browser, but directly local.

Yeah, you mention the one point which is a bit difficult regarding the tip system... I don't want players to feel like "if they didn't get it" they now somehow can't accomplish everything there is to accomplish... so I'm a bit torn regarding it... maybe i could do some kind of bonus instead... something like "free tipps" you can get in a row (at the moment of course once the tipp timer runs out) you can get as many as you want.

Yeah, the speed up button is planned,  just might take some time till I get there... there is a quite a bunch of bugs... i'll have to get rid of first.

So thanks again... thanks to your feedback the game has improved alot! (and really glad you could feel the improvements)

hmm think i would add some kind of game over mechanics next.. and play arround with the settings so that it will feel rewarding to reach a higher stage... afterwards I probably would go for some enemy variation... so that there are maybe some new strategies to uncover when reaching the higher levels maybe coupled with some different weapons or special abilities you might unlock... but for the beginning as said earlier would focus on a "game over mechanic first" ... probably with it it can already become quite addictive

i like your concept it feels great... with some polish this might turn into something nice :)

Hi Kyle D,

it might sound strange, but for me your free set looks more interesting, then the paid pack - I can't tell you if something will sell or not, but the pack you offer for sale doesn't look to appealing for me - for me to look more appealing I would try to build a larger island where everything looks nice together... with some bridges as well and also quite important- that there are some bordertiles to let some type of terain go over a different type of terain. What kind of game are you aiming it? If it is something like heros of might an magic if would focus on this. 

I would also try to improve the  looks of the trees, they look a bit blunt now (just like green blobs) would you feel confident enough to add maybesome branches? 

Why are there gaps in the middle of the gras tiles? 

(Me personal I would like to have a larger variety of different tiles beforeI would buy)


Whish you the best ... as said this is just my personal opinion - so take what you find helpful and ignore the rest :)

the frog

Might someone take another look? Put a lot of effort into improving the game overall

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Don't worry I didn't indent to use your assets (and your bamboo asset is beautiful by the way)... unless I would pay for them... i just uploaded a picture of my own game to chat-gpt and asked how it would improve the looks of the UI like making one button red or something... but I have also a bamboo asthetic in my game and said i want the sides of the "UI" to look like bamboo... and then it just spit out the assets from this page which made me angry... first I was shocked... because i thought now we are all doomed since chat gpt can produce so beautiful images then i googled and found your image here, which made me angry.

(2 edits)

Just wanted to let you now... i was using chat gpt to generate "graphic suggestions" to get inspired... it simply stole your assets and put it as a suggestion - to specify... just the graphics you can find on this page... not what you might have inside your complete asset back

Hey thank you for giving it another try! Yeah the rotators are confusing the next version will have a circular arrow as you suggested - added a lot of new mechanics to the game.. and everything is a bit rushed in the current version... at the moment I'm working on a big quality of life updates (and an artist christi.ilustra is busy updating the graphics as well)

Nice little game :)

Nice little game, had some fun playing it :)

(1 edit)

Dramatically improved the game based on feedback 

- better graphics 

- better sounds

- added dialog

- clear marking of balloons that will be hit to make the gameplay more enjoyable

If anyone finds the time to give it another try it would be highly apreciated

if you can tell me one thing that you find mechanic that need improvement 

and how you experience the difficulty of the levels -do you find them "too easy" or "too difficult" or is it a mixed bag?

Just something I wanted to do for some time now... but since I've a mic now... a video says probably more than a comment:

Yeah, I think that was the place i got stuck (not for a long time... but was still a bit annoying).

Nice game fun playing!

I like the idea... but at the moment it is quite hard to leave even the bedroom

if there would be some sound clues or something else... which could give a hint of the direction you need to go

Just tested out the latest version feels really smooth now... enjoy it a lot more :) ... 

two small things i noticed:

- inside the water level: 

(jumping out water don't always works for me... breaks a bit the flow)

- inside the air level:

(if you want to jump down from a leaf plaftform... i would choose just pressing down and sometimes you can stuck in some kind of dead end.. if you don't know how the level is structured at the beginning (but its a minor issue))

movement feels good... would be nice to have a larger field... so that one could "skate" some patterns

Nice game! Amazing for setting it up with the limited time available (controlls are sometimes a bit buggy on my side)

Game was fun... a bit too much digging -> but song at the end is absolutely worth it

The game idea is great - just randomly won ... quite hard to figure the odd one out many times... catching someone farting is also hard

Neat little game :)

Neat game was fun playing :)

Nice great game!

Too difficult for me not passing through the spikes

Ich habe extra auf die Musik gewartet und wurde nicht enttäuscht :

It would be nice if the current velocity would be shown... and that there is not an asymptotic limit the velocity reaches at some point

At the time beeing it's pretty simple to win right?

atmosphere is nice... not sure how the idle merchant work... at some point they just overflow with money... afterwards everything slowed down... trying to acces the demon field resulted in an error: 

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RuntimeError: indirect call to null

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Nice, now more and comes together :)

Thank you so much for your detailed feedback fake dante, you put quite some effort into it really apreciated! 

I will take your words to heart and start overworking the progression and also implement some "preview for newly aquired pieces". 

Hi GrindForge,

like the concept in general... just think the tutorial at this stage is not pretty instructive and the "normal 10 rounds" don't feel challenging and the waiting time between meaning full decisions is to long... the pauses in between feel a bit "akward"... think you could introduce an additional spell system or something to keep the player busy... while he is waiting for next upgrade.

Have fun