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Eldar Bogdanov

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A member registered Sep 10, 2019 · View creator page →

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Hey there - thanks for the report, and sorry for that crash!

I just tried a playthrough on Safari and could not reproduce it :|  Have you by any chance tried a second time? If you do end up trying, could you have the developer console open to see if it prints any errors?

That said though, I noticed that on Safari the game has some other unexpected behavior (like, wiping out local storage when the browser is closed, which would delete all the progress). Until I get to the bottom of this, if you're open to a different browser, the game's been tested in Google Chrome and there it has been stable.

I loved the spaceship design in this game. Unfortunately the game itself was too hard for me to get past stage 4, and I got to enjoy the rest of spaceships from the video :D

To be honest, the idea sounded more funny on paper, but I'm proud nonetheless :D Thanks!

I believe I only changed behind-the-scenes stuff like unit balancing, number of tiles per level, blessing percentages, etc. - but it's been a while so perhaps I tweaked the main menu help screen without remembering! :)

Either way, thanks for coming back to it - if you end up playing more, post your impressions!

First of all, thanks for playing and taking the time to leave feedback!

Regarding not knowing the goal - which of these (if any) do you mean?

  • You read the map and battle help screens, but they weren't informative enough
  • You did not read the help screens because reading is lame, and cool games should have an interactive tutorial that sucks the player in
  • You didn't know there were map and battle help screens

Good point on the world options really just being a enemy/reward combo - I found some charm in having it as an explorable map, but perhaps it feels tedious and obsolete at times.

Thanks for playing! I agree the game is somewhat niche and overwhelming :)

Yay, thanks for playing!!

Precise+ranged units (+Slow blessing :P) is just one OP combo that could get you a win. Looking at your army, it probably didn't even matter by the end because you had so many melee strong units. For instance, getting an early Angel/Balrog/Roc and a corresponding tribe army grower, or getting a Fly blessing and fighting on slow terrains (like Swamp) should get you quite far.

That is one massive army! ...and a lot of army growers :o

What a powerful commentary on climate change that King Flies are found in city dumpsters, but not in the swamps :D

Those car thuds were vicious... And I heard them, like, 9000 times before I finished level 10 :D

I feel like a timer for how fast you finish a level, and a leaderboard for best times might make this rather replayable :)

This game is absolutely beautiful - and Great Viviarch is one hell of a boss!

Banger soundtrack! Are the 10% chance weapons the best, or there is a hidden legendary weapon? :P

Cool game! Never managed to get past the 10th level :(

I think Pulsewave and Haste might be bugged? Not that I see them necessarily helping me do better :D

The souverain is here!

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Oh no worries, that was literally my first level and I wondered if I'm misunderstanding the mechanics.

I managed to win after several tries, and I really love the chromosomes idea! Tbh game felt too short; I was just about to assemble an OP combo (OnWait : Heal and 3x onAttack : Cleave/Shock), thinking that I'll get very far in this run, and then... it ended :D

Btw I probably should have guessed by the name, but it took me a while to notice that Shock electrocutes water - cool!

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So... am I softlocked or just stupid?


Gorgeous game! Wanted to highlight it on my channel:

I see nobody has claimed a speed run yet :P

Wow, that's a lot to digest and discuss!

I guess first I need to explicitly say that it's really hard to evaluate how the game would feel without actually playing it with the changes, so my ramblings are highly theoretical. I see two things in your plan that I would mark as risks:

  • The change I fear the most is the introduction of the Wound (and similar) cards. If I recall correctly, during my playthrough I got beaten quite a lot (especially when I became longer and had someone chasing my tail), so I would end up with tons of these Wound cards. I assume you do intend to allow removing Wounds from the deck (as opposed to the hand) somehow - otherwise the following is exacerbated even further.
    • I fear the situation where I accumulate a lot of wounds, but don't have a healing effect (terrain, card, whatever), and I just end up redrawing wounds endlessly - this doesn't feel like a lot of fun.
    • I also imagine myself circling across mushroom terrain endlessly because I need to heal all those wounds - again, not super fun.
    • That said, perhaps optimizing for not getting hit will turn out natural, or balancing of healing items and terrains will minimize the chances of this happening.
    • That said, I haven't played Slay the Spire (yeah I know, I'm weird), so maybe I'm not visualizing the mechanic too well
  • While in my runs I only ever died of starvation, I do remember keeping an eye out on my HP, and I kinda enjoyed that I needed to balance two resources (HP and energy). More importantly, I needed to choose cards with HP (and poison!) in mind, so it definitely affected my strategy a lot. On the flip side, it might have affected my strategy too much, because not having a healing card when you meet Trained Slimes is near suicide. Removing the Wyrm HP altogether indeed turns it into a very different game - and there is a risk that you'd lose something fun (not that you can't revert if that turns out to be the case).

Regarding the enemy HP- I indeed have not noticed the enemies having armor (although I did know that they don't always die in one hit). Was there some kind of indicator of the enemy's armor and remaining HP? I think having just a single hitpoint (and no armor) on the enemies might be a better design because it removes all the complication of tracking these things (for the player more so than the dev). Although I see how this removes some cards from the pool (Strengthen, the cards about tail-adjacent damage and body-adjacent damage becoming identical, etc.), so maybe it just removes too much?

> I'll add some Slime/Crystal/Mushroom walls that when dug out, leave a consumable slime/crystal/mushroom

That sounds like a great change - not finding the stairs is sometimes frustrating if you feel like you didn't waste THAT much time on the level. I also wonder if it's possible to add a way to scroll the map off-center to see the rest of the level (you might remember that even in zoomed-out mode I still couldn't) - although one could argue that remembering the map is a skill, it's not a skill I personally find particularly fun :)

> You're the only person I know of other than myself to make it past level 2.

That's interesting - I actually reached level 3 several times (prior to the video), so that did not feel like a problem to me.

> new suit of Lava enemies, cards, and terrain ;)

The 4th tribe :exploding head:

One last thing I want to note is probably something you understand without my feedback, but good to explicitly call out regardless. In my playthrough, some cards felt next to useless, and mobility cards felt really powerful. While this will get shaken up quite a bit with all the changes you plan, the core challenge would remain: you want to offer a set of cards that are balanced in a way that every card could be viable in some build - and there should be several viable builds. Furthermore, ideally the builds should be a reaction to the game state, as opposed to just something a player can determine ahead of time and stick to. In the current version of the game, I did not get an impression that I was adapting to the game state as much as just picking what I believed "globally" best. I mean, I like the game without all of this, but if it had this quality, it would be even more replayable and deep!

I haven't played much yet, but wanted to check out whether it works on Mac because it seemed like Windows users were having problems - and it looked like you put in a considerable amount of work into it. (Perhaps it just isn't a challenging/interesting game per your description, but it definitely looks playable!)

I'd suggest to put up a couple of screenshots and fix the Windows version, because this game probably deserves a better landing page :D


Good news: the game is winnable =)


Hehe yeah that's what I figured! I consider encircling the throne my win condition :D

Hey folks - this is a lovely game in so many ways, and I made a playthrough video linked below. The only problem is... I think a bug prevented me from actually winning - let me know if I did something stupid or it's real :D

Yay, thanks for streaming it!

Hehe are you "guy"? You are the first non-testing account that got to this impressive achievement :D

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I'm pretty sure that I abused some imbalance and bugs, but (continued below):


I liked the various types of enemies (worms! trojans! and the one turning programs rogue, that's very much what Mr.Smith did all of Matrix: Revolutions) - what software threat do the snakes stand for?

I think there are still some bugs (or at least thing I don't understand) - like, is defrag supposed to have a cooldown like the other hacking abilities? In my case, I just used it endlessly without skipping a turn or getting it cooled down, but then I used some other hacking skill and it put them all, including defrag, on cooldown.

The skill menu sometimes reported skills as unavailable even when I had enough bits - my impression was that the logic of unavailable tag wasn't quite right.

Sometimes I attacked empty spaces instead of moving into them, as if the game believes there is something in there.

As for imbalance, I reached the final boss with all skills unlocked and 200 bits in the pocket - he succumbed in two hits :D  Had fun regardless - lots of interesting content here to enjoy!

If you want to see a playthrough with a lot of tournament wins and learning a secret skill, check out my attempt here:

Got an email / discord / something else I can drop the log at? :)

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That evolution just tanked everything =D  Is there a special prize for full Monsteropedia?

In spite of grindy gameplay and kinda empty dungeons, this is pretty fun to play! I NEED THAT LEGENDARY FROM THE LOWEST LEVEL!

I was bigballing somewhere in deep dungeons when the game crashed on me though :(  I can share the Mac crash report privately if you're interested - it crashed right as I was healing a pokemon in battle.

> The compiler only shows skills you can purchase

How much do they cost though? I had like 20+ bits and still nothing was selectable.

> Since the Jam Reviewers need access to the 7DRL release

I've seen a suggestion to update the browser version, but leave a detailed changelog of fixes for the reviewers to be able to gauge how much has changed since 7DRL release - then they can take off points in Completeness if you ended up fixing a lot of bugs, but can at least explore more of the game to leave a fair rating :) I'm happy to play the local version as well, if you'd rather not go with that!

Cool concept of translating OS management into a roguelike :)  I like the "squash one bug, two more pop up" logic.

I haven't been able to figure out some stuff, but not sure if I'm not understanding the game or those are bugs:

- Whenever I reach a compiler, I can't learn any new skills. It says I can click on a skill to see its description, but clicking doesn't seem to do anything (either on skill names or on Implement button).

- Every time I reach /tmp, the annoying network things kill me off in a weird way: once I attack them, they teleport away, but they still seem to be damaging me from the cell they used to stand on.

I think this game might be suffering from something similar to the JoustRL performance issues last year - my computer fan starts spinning wildly within a minute, CPU utilization from Chrome helper spikes, and the game got stuck on me within a couple minutes :(

A really innovative take on the roguelike theme - and while the game still feels more billiard than roguelike, y'all put a lot of creativity into fusing in the roguelike elements. I bet the physics and AI here were no small feat.

I am running the game in Wine on Mac, so this might not be a native bug, but the game crashed on me in Lava level when the 8-ball was just appearing:


Ooh I think I didn't realize that the pill that instakills me is actually the "explode the block you're standing on" power - then indeed potions are a bit safer than I assumed! Although getting the potions that halve your distance or damage might still be fatal for that run.

So there is one more level below!? Could there be even stronger opponents than the Colonel!? (And I only took him down cause he was chilling 😅) Indeed, I noticed the bat AI give up after killing one of my teammates too.

Makes sense regarding diagonals and pathfinding woes, thanks for shedding some light!

Anyway, I believe this is a stellar game idea - it fuses so many different concepts seamlessly. Great job!

Pumping a fist, you call out your victory!

Is Ogre the strongest enemy, or did I miss someone else on Level 2? Also, is Level 1 always just a field, or there might be something else?

Overall, I think the balance/AI can be tuned a bit - I ended up with 5+ grenades, stuns, healing salves, etc., and never felt in any particular danger. It was fun to explore the dungeons and different types of enemies though!

HD is still processing, but I really wanted to share this video where I got to Colonel Moose:

Ah I see, so in theory a pill could destroy a block or something, and therefore the game doesn't finish. Makes sense - although a bit confusing sometimes :)

Is the game supposed to detect when I can't place a piece and declare End Game? I believe it once did, but in the scenario below it doesn't, so not sure what's intended:

Same - Mom's Domain is savage =)