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A member registered Jun 16, 2016

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Reading this was like the breakfast club of the internet. While I was never into the MFGG community I can respect such an old and venerable website as that one. There is a legacy to many cultures on the internet and to me it feels like these places and these legends as you put it are just as culturally significant as any other legends and cultures from countries or groups of people. It happenned much faster and as such it is less engrained in people but I think it is still here and it is still very legitimate. Its like everywhere you can see these micronations all stuck together, always with some overlap but never too much.
I just hope that it will all be archived and saved for future generations, just like ancient history, these things can easily be forgotten and lost, leaving us with only witnesses and speculation as to what these ancient times and traditions were. 

Hey there, devs! I have been playing a lot of this game so far (since i love deckbuilding games and dice rolling games) and I must say that so far this game has been quite the blast! So many mechanics are introduced and mixed together to make the most builds possible with such a simple premise and ruleset and some very elegant answers were found to make the game very snappy and fun. for example the issue that you cannot customize 4 dice as you can customize a deck of cards and the whole game being made around this issue by making games quicker and giving you a literal stream of potential upgrades to your dice. It does make the game more "mobile-y" and less full-fledged like slay the spire and its ilk but since it is fashioned around board games in a vein similar to One Deck Dungeon. 

I do think some things could have been done differently to make it more rpg-y such as events and other out-of-combat things but you would lose from the hyper-distilled gameplay you have so far of picking a handful of relics, a class, buying shit and busting heads until the death of you or the boss ensues. After all, Card Quest is very similar in that it is a continuous beatdown extravaganza though this one does include different paths you can take with different but similarly themed enemies.  You dont know their special abilities but you can see things like their health, armor and position and such allowing you to make a call on which batch of assholes you think you can take on better. I make the comparison since its structure of picking a theme beforehand and then going into smackdown central until death ensues is similar. Also like card quest this feels like a game where the complexity and fun comes from the variety and complexity of enemies you have to face being wrangled by the RNG of what you have at your disposal.

As for criticisms I think the bag of gold is an item that feels almost essential to have equipped no matter what as it is one of the only way of getting a constant, predictable stream of economy going in order to upgrade dice which can be very difficult sometimes with only two faces with coins on them. This is greatly alleviated by phantom coins and Link spam but i think the problem is not that its too good, but maybe that its too essential atm im not certain. 

Also it kind of feels like the elementalist is a bit weak. His whole shtick is that he's the active ability guy however since they are all in limited quantities it feels really bad to have to rely on them. Unlike with every other mechanic there is no way of increasing the amount of active skills using dice (except with very specific captures) Which makes him really not super fun. I havent had great runs with him but i think the problem is less that he's weak but more that since he's all about spamming limited ressources he's not great feeling. Elemental attacks are cool but im not certain it really fixes it in all honesty. 

Overall great work you guys and keep up the good work! Hope the game just keeps improving! 

There is a board game about customizing dice called "Dice Forge". While i do love this kind of customization-based euro game, the customization seemed frankly too simple even with the expansions. So this game is all i wanted from dice forge and more!

O jogo tem uma versão em inglês? Eu adoraria jogar, mas não falo português.

Thanks for replying! If you need some help i'd love to participate in making the sequel a reality. Im not much of a programmer however I am an enterprising artist with my main ability being music. Im also a game designer and am currently working on a board game project and some other things. So if you need/want my help you can contact me more private-like on discord at Mickio#7085

This game is...interesting. It looks halfway between commandable for a genre known to use ASCII and like all of the game was badly exported out of version 0.7 on windows bandera.  Messages print a bajillion of them when trying to open locked doors, Insane amount of blatant typos (defence and sacerfice anyone?), absolutely lifeless voice acting although the fact there is voice acting is impressive. Really the "main character" is the worse offender. I could do a better job for crying out loud! Repetitive and short music thats kinda distracting and dosent fit often, it dosent say what hooch does nor is it clear what it does, The dungeon looks horrible and the art is quite incipid, the way dungeons are generated in prefab rooms connected by 5 doors is a smart but extremeely lazy and and samey way of connecting the prefabs and modifiers are still written in programming text allSmushedTogether 

However tha game has a ton of really good ideas executed very well. Honestly this game feels like if it got a bit more development time to go absolutely balls to the walls with its ideas, this game could be absolutely amazing and reach Heroes of Might and Magic III in terms of senseless, awesomely crazy build potentiality. 

Magic spells go from mundane to fucking buck-wild with summonning shopkeeps and unkillable skeletons.
the "crafting system"  is  more like alchemy and goes wild with RNG its great and super creative.
Absolutely mundane and and uninteresting perks as well as ones that are insane and make you think of the possibilities of what you could do with them. 
the game completely discourages the normal roguelike tactic of choke points by having enemies teleport or summon enemies in your back.
And it has randomised tiered loot ala diablo along with a gem socketing mechanic which i always love dearly

Its a real damn shame that the game's development seemed to have ended two or so years ago because this is one of those projects that if given the kind of eternal-development-cycle things like Dwarf fortress, Nethack and others have, it would turn into something truly, deeply amazing. That or go the Infra Arcana route and update the game once every two year and update the game in ways so radical the old version feels like a completely different, inferior game.

so you cant use this system for fallen london? Its just the sky part of the story? Cause TBH i much much prefer the worldbuilding of the underground and the unterzee.

Yea. feels like the buttons to press are basicly randomly generated to somewhat fit the song's BPM and nothing else. The idea is good but i dont think this kind of execution can work as well as they want it to.

It appears you've gotten down pat the "coffee-break puzzle-RPG with cute graphics and SFX" down pat. First tower of issyos and now this? I think this one's gonna be a pretty good one. My advice for the future of the game would be to try and add more customization for later other than just the placement of those tokens. There's only so much you can do with dice that much is true however the whole point of using the medium of cards is that they come with inherent RNG for the most part. Maybe use D4s and D8s? dunno.

This game's concept is really damn good. reminds me of an old-ish turn-based platformer that got pretty good marks in the yearly RL competition a whole back.

i gotta admit its a lot of very hard to do answers. my thoughts would be that a game like this would use a system similar to that of those open-world LOTR game where you have a whole hierarchy of asshats that fight over each other and occasionally you or civilization. That or maybe something from another roguelike: Dungeonmans. In that game if you die in a dungeon, the guy who killed you gets a fancy name and title and becomes the new guy running the dungeon. If you died in the overworld or something then a new looter camp or dungeon would pop up with your killer chillin there along with the bones of your previous dungeonman. 

Whats up with the difficulty? even playing as the tanky knight i get 2-shot by octopunks and those squiggly looking guys in the starting forest!?