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MaxBytes

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A member registered Mar 25, 2023 · View creator page →

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Thank you so much! :)

Sadly the Playdate is just such a weird little device to make games for, I would have to completely rebuild the whole game from scratch... probably won't happen :(

That's an awesome story! :) Thanks so much for sharing!!!

Thanks so much!!! <3

Hi!  Glad you're enjoying the game :)

Yeah, it's coming soon, gotta do some more tests first though!

Yes, in the next few days! :)

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Well no wonder, that's simply a really strong and efficient deck! :) 

But I agree that this archetype is a bit too easy to build for the power output it has. I'm not 100% sure to nerf Force Multiplier just yet. The card is pretty hard to balance because it has a hard cut-off between doing nothing and doing something very powerful. And you managed to upgrade your weapons to a point where you meet the threshold very consistently.

 I was already planning to nerf the Lance, because it currently scales just too well with upgrades and the diagonal attack option is a crazy powerful effect already. And it seems it was your main damage source in this case.

This is amazing feedback, thank you so much!

Thanks a lot for the feedback and sorry for the confusion, the game's still in development! I will eventually make it clear that this version still has limited content.

About the overkill mechanic: I'm not fully sure but I think you're talking about the Force Multiplier Aura together with a high attack value weapon... right?  To re-use your weapon. Want to share what weapon(s) you were using? :)

Ahh, I didn't see this earlier. Sorry! 

I've reworked bosses since your comment, so yeah I agree that the old structure of boss battles wasn't ideal. Hope the new system is more interesting (albeit on the harder side in terms of difficulty) :)

Thaaanks! ^^

Hey! Just a heads up: Linux version is now available! :)

Yes to both Mac and Linux versions!

I just haven't gotten around to it yet. The biggest hurdle is that I don't have a regular Mac or Linux machine to properly work/test/build the game on. Need to set this up first, but after that, I fully plan on making Mac and Linux versions! :)

Glad you solved it! :)

Ah, that's a tricky one! :) every monster you defeat should free up another card, either armor or a sword. And with each freed card you can defeat another monster. So it's a case of finding the right order. Hope that helps! 

As for the +1/-1 buttons, those just show how the card would change if you'd upgrade it. You can't upgrade the card there, just preview it.

Oh, I missed your comment! Thank you so much! :)

Ahhh, now I understand! When first trying the game, you switched to the rogue, which has a tutorial section, but it's hard to understand if you haven't first played the knight.

That's why I changed it so that the rogue unlocks later on in the game. You must have redownloaded the later version of the game, but your savegame still contained the rogue run, but then it got locked.


Hope the game is now a bit more understandable for you, sorry for the confusion! :)

I'm not sure if you are talking about the tutorial levels, where there is a specific sequence to reach the exit. Or about the tower levels/rooms which are always procedurally generated. You can get stuck if you spend all of your weapon attacks, that's part of the game  :)

Hmm... I can't deny that the game has puzzle influences and the first tutorial rooms are definitely puzzles. But the majority of the game is only a puzzle in the way any turn based roguelike or card game is a puzzle, imho.

I'm curious what makes you say its more a puzzle game?

Thanks for spoting that, will be fixed in the next version! :)

That helps a lot, thanks for the report! I should be able to fix this! :)

Oh yeah! B-)

hey! Sorry for this! :( does it happen in specific situations?

Great to hear, thanks! ^^

Sorry for the trouble! :( Yes, the download version should be 10x smoother! 

I had the suspicion that the Glass Sphere does not feel good, and your comment tipped the scale and I decided to give it another re-design... good decision I think :)

Stats on the ending screen is definitely coming, also on unsuccessful runs! It's always fun to read those. I might even show damage done or other stats - depending on card type - per individual card, as that can even help players evaluate cards better.

Thanks, I think? :D

抱歉我不明白

OMG, that's really great feedback!

I have very similar feelings about the glass sphere mechanic! I thought maybe it's just me or it's because I'm still used to the old system. It's eye-opening to hear I'm not the only one and that it doesn't work as well as the previous system.

I'm gonna give the Dungeon Deck another shot! Maybe I can somehow keep it in the game while tackling the issues I have/had with it in another way.

Thank you so much! <3

+1 struggling with this as well.

It's not working for me either. I 100% checked that I copy/pasted the correct GA4 code into the form, but 48 hours later still no analytics show up.

whaaat?!? Literal bluescreen? That's not supposed to happen ofc :(

Thanks for letting me know! It will be fixed in the next update, which will come out really soon.

As a workaround, you should be able to make it visible by resizing your (browser) window. Try keeping it as tall/high as possible, and reduce its width. Then the button should become visible at some point. This is only for the embark screen, after that the game should work with any resolution.

Sorry for the issue, I hope you'll give it another try!

Sure! :) 

The game is currently pretty darn hard. I'm working on a new version that turns down the difficulty a bit and gives players more options.

Here's me playing through the first 3 floors:

Hope that gives you some pointers on how to play! I'm also happy to help if things are not clear :)

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Hello! :)

First of all, thank you so much for taking the time to write these comments, I really enjoy reading them <3 And congrats on the win! Beating the game is definitely very hard at the moment, well done!

What follows is me dumping my brain, so it's a long one. I totally understand if you don't care about the stuff, especially in this detail!

A bit of a sneak peak of what's going on with the game right now:

I did a lot of playtesting and thinking in the last two weeks myself and I also encountered some of the issues you mentioned, like the overwhelming and tedious "late" game where fatigue is stacking up more and more.  I'm working on improvements for that. 

Also, Rogue's raw damage output is currently way worse compared to the Knight... Rogue will get a buff in the next update for sure!

Additionally,  there's some rather big issues I found in my playtests that I'm currently adressing:

  • the monster movement is cool and dynamic... but I found it's TOO good. With the current mechanic, monsters can easily encircle and trap you. Noticing this early enough and evading such situations is tough and requires an almost perfect knowledge of the inner workings of how the monster "AI" moves. An impossible task for new players. And even I find myself trapped more often than I want to :D
    That's why I have been experimenting with different movement designs, that make monster moves more... predictable. So that players have an easier time planing ahead. I have a solution I'm 90% happy with, that will be in the next update. I'm very curious what you think! :)
  • I always liked the idea of having a Dungeon Deck that is in direct competition to your Hero's Deck. I liked that it has a nice symmetry to it (your deck vs. theirs). And it also made the victory condition clear and straight forward: clear the Dungeon Deck of cards.
    But the way it is currently set up has a huge flaw: the pacing is really uneven! The first room is always the hardest, because the Dungeon Deck is full of Monsters and they all are at full health. If players make it through the first room, they likely defeated and/or weakened some Monsters already, making the next room comparably easier, and so on. The last room on a floor often only has only 1 or 2 monsters in it, making it really easy, but also quite tedious. Your comment about the late game fatigue makes this very apparent too. So this is all very weird and unusual from a game design standpoint... and simply makes the game worse. If anything, I would want players to get stronger during a floor, and not reducing the challenge they have to face.
    That's why the Dungeon Deck had to go. The latest build (not released yet) plays much more even and avoids a lot of the tediousness. It also allows me to design floors in a way so they get (slightly) harder towards the end... and design more cards that become better the longer a floor goes on to counter that, giving players some small-scale power trips.
    I'm still ironing out a lot of details, like what the actual victory condition of a floor is. But you'll see that in the next update, if you like :)

Pfew... thanks for reading my long rant! I hope it was somewhat coherent. :)

OMG, I'm so glad you're enjoying the change! :) Wasn't sure if it was just me who likes it...

Don't worry too much about the Rogue, the change has seriously nerfed all ranged weapons and a bunch of other things that the rogue was relying on. It's REALLY hard to get far right now. A buff for the rogue is incoming, and a few other tweaks to make it more fair again... and new cards of course :)

Update will be live in a few days!

Thank you SO much for playing, this means a lot to me!!!!

Yeah, it feels weird making such a huge change at this stage of development... I think it's worth it though. I'm VERY curious to hear your thoughts on it, if you ever get to try it! :)

You hit the nail on the head with your rogue analysis! That hero is currently a bit broken because they have so much free damage potential, worst offender being quick attack weapons. The power level alone would be fixable, but the main problem I see is that it completely sidetracks the whole armor concept... because if you're never hit, why ever get armor? And that's making the playstyle too one-dimensional, IMO.

My current plan is to reduce the amount of quick attack weapons, first and foremost the daggers. Having all daggers have quick attack was cool for differentiation to other sets of weapons, but quick attack is just too powerful of a mechanic. I still want players to get a taste of that power and build decks around quick attack, but it should be more focussed and not as easily available.

Thank you so much for your ongoing playtests and your feedback, it means a lot to me! :)

Hey there! :)

Really enjoyed meeting you and your girlfriend on Tuesday. I hope you had a good time too! And thank you sooo much for your feedback, I really appreciate it! :) I've already got a few ideas on how to improve on the late game, especially on the armored orcs that feel really constrictive right now.

Update coming soon! :)

Ah, I understand, no screenshot necessary! :) You're right anyhow, the text is rather small and hard to read. Will definitely work on that!

See you at the meetup then :D

Thanks for trying it out, sorry you're having trouble! Are you playing on web? Could you send me a screenshot so I can see if it's something the game renders wrong or if it's too small cause of the resolution or something else?

Yes, a way to zoom into a single card is planned, which will also show more explanation of the mechanics and key words. Coming soon™✌️

When a card has "etheral", it means it will be destroyed instead of going (back) into the deck. So for example, if you see a flipped Ruby, you might wanna pick it up or it's gone :)

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Hi! You can position your hero by clicking on a free location. This does not count as a turn, so you can shuffle around as much as you want before attacking! :)