Huh, I thought for a while there was some timing thing, but the more I played the more I thought it was just a timer when you were outside.
norseboar
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Wow the animations here are really well done, love the art overall. I think I almost never held the gear during the regular game, I basically played the whole thing on freeze. And the last level had quite a bit of trial-and-error until I understood what the image really was (I often tried to line up two pieces, and found something else stuck instead). I wanted a reference image, but I see how that would maybe take too much away.
In any case, very well-done!
Thanks for the video!It was great to watch you play and hear the feedback.
The conditions for the game jam were that it had to involve freezing and there had to be a whistle😂 that's really the only reason the whistle is there (I think the freezing pushed the game in an interesting direction, though). Originally the whistle was a way to call and direct the scouts, but I had a couple people who try it who never bought the scouts, so I made it more general.
Regular ants used to also have much shorter distance and the distance upgrades *only* affected the scouts, so they were much more important to gameplay, but if you didn't buy the upgrade it was easy to just get stuck with no food. I kinda ran out of time to balance things, but I do plan on releasing some improvements once the jam judging period is over!
I thought it was well-put-together. I didn't love the viruses -- instead of feeling like an enjoyable challenge, it just sort of felt like a chore, eventually a "click on another tab and hit a snooze button" chore. I don't think I needed more than 1 or 2 levels of the virus thing, I don't think I ever used more than two charges before one came back.
I like the idea of a market and timing it, but in this case I'm not sure it added much -- given how slowly the market moved, and how often upgrades would give you big increases, it seemed like the best move was just "sell regardless".
Had you already burned through your first stack? It shouldn't let you add a card to the shop that's already in there unless it's out -- if it is, that's a bug.
Or are you just saying that overall, having more than 5 of a card is too strong (depending on the card)? I was thinking rarities would mostly take care of that, and the occasional OP run seems fine, but maybe it's too much.
Yeah I agree it's a bit too hard right now. I'm working on making a better starting deck.
I wanted the starting deck to not be that good so that you were improving it a lot early on, but I think it could be a little better to give more of a flavor of how the game works. The green card, for instance, is intentionally quite bad.
Yeah. I added a +1 gold to it to make it equivalent to a stack, but it's still not great until the end-game. Maybe I should just give it a + buy instead. I was worried that'd make it too strong (it means you can make a deck whose only job is to play 5 or 6 haggles plus some gold), but that might not be terrible. I'm also thinking about adding a card limit (like, the shop "runs out" of a card after maybe 5 copies), so that would let me focus the cards more on the case where you just have a few of them.
I see what you mean. I've tried to keep + buy clumsy/rare b/c I wanted to enable some of the more creative forms of payload (using Reconsider or Deconstruct, for instance, or the Haggle thing), but those are harder to set up, so the difficulty does end up pretty RNG-dependent. I don't want every run to just be "get a bunch of gold and +buy", though. I'll think about what I can do.
Somebody else suggested preventing duplicates in the prep stage, which I'm going to add, so that should make finding different cards easier.
There are a couple of other + buy cards (there's a 2 gold + buy that only costs one mana, the other one costs two). And then there are also a couple cards that can destroy and gain, so you can try and line up a bunch of purses or chests and use them to fuel the rites, or you can try and play Haggles to get the price down and use the cards that can gain at 4 or 6. Twincast or Multicast can help.
Almost all of those need a deck that can draw a significant chunk of itself, and to generate a ton of mana b/c none of those methods are cheap.
I'm glad you enjoyed it! 100% agree on the undo button -- I took a stab at it, and it was buggy af (lots of edge cases), but I think it's more-or-less necessary.
I like encouraging deck tracking, but I think I'll give players visibility into like, their total deck contents. That still keeps the tactical edge of tracking where your good cards are, but it makes it a bit more accessible I think.
I definitely want to add duration cards or something like it! Probably something to unlock after the first run.
Great to hear! My plan is to have a map of the Dreamlands w/ branching paths, and between rounds you'd get to pick a connecting gate and go there. Different paths would have different themes and cards that are available (for instance, one route might have lots of cards that gain weak stuff, plus lots of destroy synergies. Another might not have rites that do damage at all, but there are cards that do damage, or maybe special rules like "do 1 damage for every card discarded").
Consume is def pretty busted. I'm adding a rarity system, but I sort of like having broken cards. My ideal is that a player can get one or two really strong cards per run, and they build their deck around that. My nominee for most broken is multicast, if you can get a mana engine going 😂.
Thanks! I'm working on a card selection update now, then I'll take a look at the performance. And the gallery is coming! Along with some card unlocks.
Good point on turns remaining -- I had the other language for a while, and that also confused some people ("The game says I get 8 turns, but the initial message says '7 remaining'"). I'll figure something out 😅.
And I'll take a look at the tutorial bug, I saw in another comment it wasn't fixed! One of those "it works on my machine" things T_T.
Good call on the tutorial, fixed that! And I made the turn reward a bit more forgiving.
The next thing I'm working on is some better deck visibility -- checking the deck, also maybe some summaries like total mana cost of the deck, gold gained, size, etc. Maybe tooltips for some of the terms on the cards.
Thanks for playing! Did you feel like at that stage you normally had pretty good "deck control" (like, you could reliably play most of your deck) and just had trouble affording all the rites (you need 5 at that point), or was the issue more managing all the junk? I've been trying to stop spirals where some good deck control early on trivializes the later stages, but I might be more concerned about that than I need to be.









