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OfMonstersAndKen

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A member registered Mar 08, 2022 · View creator page →

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Uhh if you're on windows you can use the Jimbo Card Factory, this one allows all of them and custom categories.

https://ofmonstersandken.itch.io/balatro-jimbo-card-factory

Uh this is more for just concepts, mostly on the /r/Balatro or /r/OkBuddyJimbo subreddits. 

I've tried making a web version but it was challenging. I'll look into this again later but I can't promise anything. 

I don't fully understand your question, sorry. Unplugging your keyboard? :p

Hmm that'd be a lot of work I don't have time for right now, sorry, not planned :(. 

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Hello, there's a new version available (as a seperate project) where the rarity blob is customizable!

Here on itch.io, or the thread on the official Balatro Discord Server: Discord URL - There is also a trailer available on the Discord server with all the new features. This one is in active development.

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Hey, thanks for trying out the experimental tool and the feedback, however there already is a whole refactored version available. 

Here on itch.io, or the thread on the official Balatro Discord Server: Discord URL - There is also a trailer available on the Discord server with all the new features. This one is in active development. 

Thanks a lot!

Can you elaborate what you mean, exactly? To have autocoloring for 3x mult it should be X3 Mult, not 3X. 

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Hello! I'm wondering why that would be useful actually. The idea of creating custom jokers is to convey ideas, and an Edition tag (that's the name of the tag you're looking for) is just an element while playing the game. It's like creating a custom HearthStone card but wanting the card to be buffed by another card. 

Not trying to be hostile with a "why would you want that?" - I'm really just wondering in which situation you would add an Edition to it. :p

I assume you asked the same question on Reddit, right? I'll copy-paste it.

___

What do you mean with that? The text boxes or the chips themselves?

I plan on, eventually, making every "type" of box. Planets, Tarots, ... they all look a little bit different - and that fits the "I want to remove the tedious bits" goal of the project.

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For now you can change the card name 

from "My Custom Card" 

to "        My Custom Card        " (equal spaces on either side).

It's a band-aid fix but it allows you to make custom widths. 


You can also use the [s] tag to avoid orphans

Hey, very cool! Level 20 is quite a feat. 

> I felt like the low jump height was holding the gameplay back

Initially I thought spells like (Air+0) high jump would be way more intuitive in a way that you'd be like "Oh I need to jump high, let me grab air quick" but that was hard to put into practice. Movement spells are mostly useless in their current state. I get where you're coming from because I agree, but higher jumps would've made the flight/jump spell useless. It certainly needs balancing there if we were to continue the project.

> the artwork for the main characters is awesome

Haha when I contacted my friend I gave him full creative freedom for the art. I requested 24x32px sprites of hooded mages without legs which seemed doable in a weekend (you can see them in the design document) but he was like "Hell naw". But it came out really great yeah.

I'm sad that we couldn't fully complete everything because the person who did the voice lines actually recorded a lot more, but I didn't manage to put everything in. 

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Every frame the inputs of the player are saved in a list, and 60 frames (*) later the Shadow copies that input, mirrored. They actually both use the same object/class, and the code for player or the code for shadow seperately are very small. The only difference is the spells they cast and the way the input happens (from key reads for the player, from the list reads for the shadow).

When shooting the bullet remembers who cast it so you can't self-damage, but that also is just one unique object. There's no shadow-bullet or player-bullet. I'm pretty proud of how few code I had to reuse.  

(*) If the Shadow uses level 3 time this amount gets lower, making the Shadow copy the player faster

Hey, thanks for the review! 

> The AI

It's not an AI that's kicking your ass, it's YOU! If you move, the shadow moves. If you jump, the shadow jumps. If you shoot wildly and dash everywhere that means the shadow will shoot wildly and dash everywhere, which will be a difficult opponent because indeed, the shadow snipes well.

Instead of playing it like you would play Super Smash Brothers, you can take your sweet time. The shadow does a random attack every ~10 seconds, but that's it. During that time you can build the spells you want. 

Some notable spells are Fire+2, which is the beam. Water+1 is a self-heal. If the enemy has void and you cast a +3 spell, you can see the black hole featured in the screenshots!

> her health just refilled and she didn't die

I tried to keep the wall of text small, but that's how you score. Every time you kill the shadow, you score a point. If you die you see your final score at the end screen. I know it isn't very clear but we were getting out of time :(

> Super confusing if it's intentional or not!

It's intentional, it's the Manipulation+0 enemy spell - but I agree that there might've been an indication for it.

Thanks!