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NuclearInteraction

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A member registered Jan 23, 2021 · View creator page →

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Sorry about the bombastic title, but the game page has no comments, and instead displays only the topic titles from the community page.

I made the account just to post this, so here we go: MOAR!

If you come from the game page, here's a review: the screenshots don't look fancy, but don't mistake it for amateurish. Ubiquatopia is a nice blend where an innovative tactical game meets a puzzler, wrapped together with a very pleasant plot. The closest I recently played is Cross Code. The plot is about just as cool, with well defined characters, subtle nerdy references, and an overarching mystery. Cross Code was great in terms of platformer puzzle variety, and guess what - the first 2 chapters of Ubiquatopia are on the trajectory to match it without copying, as improbable as it sounds.

Battles are completely different: this is a tactical card game. And oh boy, I haven't seen anything of that kind before. The basics are simple enough: a square grid, with your units versus the opposing team. You decide which cards to play, in order to move and to deal damage. So you think you can see where this is going? Think again. Not to spoil a lot, the rules of the game will change. Sometimes there's a black hole on the field, sometimes there's a harder battle, so your units get boosts like can't be killed with one shot, and sometimes... sometimes your mind will get blown with Predictions. I'm not going to say more, but all the gimmicks are *amazing*, and you'll giggle in amazement when you encounter them.

What's bad about it? Well, it's obviously not finished, and the plot cuts off after about... 10 hours? And there is one bug too. Wait, that's actually a compliment: a beta with a single bug only? Congrats.

The style is rather old school: cards look flat, menus are in the form of a list, some images are blurry when they needn't be. The visual design (not personality) of the characters is kinda generic. My other complains are about the way the UI works, which I will complain about in the feedback session.

That brings me to the conclusion: why is there only a single post in the community section? This game deserves a devoted fan base, where people exchange strategies, make fan art, cosplay and speculate on the nature of the characters, and try to solve the mystery. Really, this game DESERVES to be well known.


Anyway, let's get to feedback:

Glitches. There were 2 of them: one was the fog texture in one of the dungeon having a seam. The other was the line of tiles near the top of the window being sometimes black.

Bugs: there's one, but it's nearly game breaking. Push a stone twice towards magnetism and you'll fly over the stone. I beat the game despite by doing some weird dance, but it was close (Linux version).

Annoyances: I think most of them relate to UI.

The mix of keyboard and mouse actions, including some actions only accessible under a right click is annoying. It would be better to replace the "M: skip turn" label with an actual button (I actually didn't try to click it). Same with cancelling.

When using a mouse, the tile highlight becomes the cursor, and the exact position of the cursor is hidden. I found this really annoying, targeted the wrong thing multiple times. Since the mouse is not grabbed, I would rather just let the cursor visible. Otherwise, increase speed maybe?

Cancelling: misclicks on movement can be undone, but not on hit. It would be nice to be able to undo that as well.

The deck builder/upgrader UI is split into separate pieces that you have to navigate out of to see the other one. That makes it rather annoying: I often need to know what I have in deck before deciding which card I want to upgrade or synthesize, and I was never sure which upgrade is in the current deck.

The separation between town and main menu is weird. Right clicking has the same problem as with "M", and there's also no hint during the game that, or how, decks should be built. That could be a tutorial.

The map could be moved from a menu to something freely clickable. The left panel could turn into an always available menu then.

The battle tutorial is great though. The control over the game stages implemented there is impressive, and the explanation are just as they should be. That was the first thing that made me think it's not just some weak attempt at a game.

When it comes to deck building, there's an unfortunate chicken-and-egg effect. Before entering the dungeon, the deck should be adjusted to the type of enemies and the terrain. But you can't know that before entering. So you need to die, get spawned outside, rebuild, and try again. Of course, unless you're just barely good enough to beat the stages anyway, but I suspect being prepared would be more satisfying.

Oh, not being able to quit during the battle. That's made worse by the game telling the player is allowed to reload if a battle begins during the "safe passage" mission. And Esc having no effect anywhere in the game.

It would be nice to have multiple saves. I almost couldn't pass one boss battle, and I'd have to start from zero.

Dungeon exit passages are 3 tiles wide, but only the middle tile is the actual exit. This has made me return and uselessly look for another exit more than once.

It's not always clear where to go in the dungeons, especially in the later ones. I know, the platforms offer a glimpse of what was just made available. I appreciate it, but I still miss it sometimes. Perhaps a bigger minimap? Cross Code didn't have that problem.

I liked the notification signs for plot and news. But the start of the game is completely full of them, which is a bit overwhelming :) I only went through all just before the game end.

I like how all the characters are animated. That makes them more alive, while the locations aren't so detailed but also we don't need to get emotional to them as players. Nice balance of where the work went and where it didn't.

The anonymous silhouettes can blend with the background too much, especially guards. Perhaps an outline would help?

Card names! Brilliant, punny, funny, topical. 10/10.

Did I mention predictions? Cause every time I saw a new mechanic, I laughed out loud.

There was not a point where i would feel that there was too much plot, or too much exploration, or too much battle. Well done.

Why didn't they just strike an extraction deal with the wolves instead of going to the Oculi? That'd be true neutral IMO.

I can't wait for the Higgs dragon ;)

Is this game all done by a single person? All the music, photos, drawing, story, mechanics, coding? There's no way, is there? Please tell!

Do you still plan to develop the game in the future?

Do you have a Patreon or anything similar?

Did you think about a multiplayer mode?

My email is on my profile if you want a tester/feedbacker.