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Phindie

18
Posts
A member registered Dec 05, 2021

Creator of

Recent community posts

Thanks so much for the kind words!

Lightning definitely OP :D
I was already thinking this might play nicely on touch devices (though I did not have the time for proper touch support) - great to hear that it was :)
Thanks for the comment!

> The programmer art also had it's own charm.

Haha, thanks :D and also for the other kind words

Thanks for the kind words! Spells shouldn't miss... unless you play Electro Calefaction, which has a 10% chance to miss (this is denoted in the tooltip which I unfortunately hid too well, you can find it by hovering over the spell name in the spell altar). The effects should stack, because I did not have time to implement it differently, though the applications are all tracked independently (if an enemy is blinded three times it should only have a 12.5% chance to hit) - if that wasn't the case then it's a bug. (Yes the Mocktopus is the final boss, good job for making it there :) )

Thanks a lot :D
Yes, balancing needs some work... and indeed the value of the dice determine the strength of the dice. For the most part this is either the sum of the eyes on the dice or half, though chain lightning weakens by 1 damage at every jump.

I'll admit that targeting is not as useful in the current level design / with the current "balance". Occasionally it may allow you to focus a particular enemy that's already low on health, but besides that I'd say it can be useful for:
 - targeting chain lightning in the level with four roblins, and targeting either end ensures that the chain lightning jumps through all four enemies
 - focusing a particular row with 'thunder' in the levels with many enemies (including the boss)
- focusing the high-damage tentacle in the boss fight

As for the tooltip, it's there but I should have probably pointed it out. When you combine dice on the altar, there is a bar that denotes the spell name. If you hover over it, it will tell you what the spell does. If you then don't want to cast that's spell you can drag your dice back out of the spell altar to the dice area.

(Commenting from this account since I don't currently have access to my PhindieGames account)
Thank you very much for playing and taking the time to comment!
Much of your remarks were considered but simply didn't make it to the final version due to the time pressure. After combining dice to see the spell, you can still remove the dice from the 'spell altar' if you want to try and make a different spell instead. My original idea was to also be able to reference the different spells you already discovered to make considering spells you already cast a little easier.
And balance... I completely agree that it's not balanced and you will get to a point where for the most part you can avoid most damage. Funnily enough, I mostly only took few fire dice and mostly focused on water and lightning because chain lightning/thunder are pretty broken in their own right :)
(and yes, sorry for not including audio controls and a back to menu button at end game screen)

Good spot on the pass button, it is a remnant from earlier design that I simply forgot to take out.

(Commenting from this account since I don't currently have access to my PhindieGames account)
What a wonderful compliment, thank you!

thanks!

Sorry to hear! :( I'm still confused as to why they are so hard to put into place, they use the same logic as other drag and drop materials. We considered removing it from the game but figured that with a little bit of trial and error our tester managed to do it, so in favor of having more content we left it in with the warning. But we agree it should be better.

When everything is clean the main character should pop into frame again, but there are:

 - 3 items (2 books, 1 controller) to drag into place

 - 4 clothing items to put in the laundry basket

 - four window panes to clean

 - numerous black dots to vacuum from the floor


A textbox should pop up if you managed to do all of that and it will continue with the second part of the game :)

I really liked the game! But I am a bit confused as to why some characters don't regenerate energy (even after I think I added an upgrade for them?).

Good job on your first jam game! I think some reminders of the controls would be very useful. I did not realize I had to throw snowballs to open the boxes so I spent the first few minutes digging out a box (which was awfully slow without new game+).

Nice game, a bit sad that it required a video tutorial, there was no clear "wrap up" after going through my deck, and there was no background music. But despite all of that, I did enjoy it and I think the mechanics are interesting :)

I had completely missed the on/off button on the radio. Maybe having the lamp start in a different position is enough. But my worry would be that because of the more intuitive on/off buttons, the player might stop to explore the lamp further anyway.

Being able to move the lamp was unintuitive to me, I didn't figure it out on my own. It also seems that for me the music turns off as soon as I start the game. Pressing radio buttons does not turn music on for me - is that how it should be?

Cool :) Enjoyed playing around in this sandbox. Few remarks:

- the music doesn't loop (or either way, it cut off)

- it would be nice to be able to hold the mouse button and to paint multiple tiles more quickly

- i don't seem to be able to delete the actors?

It seems I can't share my village here :( it reads it as >20480 characters.

Nails the theme, not much "game" around it but I personally don't mind that :)

Nice entry, though personally it didn't quite get that cozy feeling. I think you can stress the comfort of the campfires more by e.g. changing the background music around them. I found it easy to see when my character was getting too hot, but I found it harder to tell when I was getting too cold. I was also a little confused about the gun initially because I did not realize I did not have one yet (until I picked it up).