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Pigbert

109
Posts
A member registered Apr 30, 2024

Creator of

Recent community posts

Thank you for playing and for the compliments! In regards to the difficulty, there is a bit of a random factor there, as it's (for now) largely influenced by what loot is dropped. When you get a hand axe or mace, it does get easier to quickly kill the mobs. There are red chests hidden in secrets (hint: look for suspicous walls) that contain the best loot, if you're up for another try :)

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Two ideas: (1) I think you might have some extra room to the left of the fuses-tab to make it double as wide, so you're able to show six or more tiles at once, instead of just three. (2) by making the fuses-tab a little longer at the bottom, you're able to put the scroll-buttons inside of the tab, instead of under it. That might improve the visibilty of the buttons, especially if you make a pop-up prompt explaining that there can be multiple tabs now in the first level that has them, so people know where to look from then on.

Thank you for the compliments! 

The overlapping of tokens with slime tiles was intentional, because fighting a huge blob of acidic goo should be a dangerous undertaking ;) The idea was that all sorts of enemies each have their own "hazard" tiles, such as the phalanx also having a shield tile that you have to bash through. It gives the combat system a bit more extra depth. Instead of just rushing across the grid to get the most tokens, you also have to consider sacrificing health to do extra damage or get more defense, or to carefully plan your path around the slime.

Adjustable loudness of sounds and a mini-map were less intentionally ommited, but the result of limited time. But glad you're able to see the charm of "ye olden" dungeon crawlers where mapping was done by physically drawing the map on gridpaper ;)

I never thought the game was too easy, if that's what you're worried about! I didn't make it past the second level!

Thank you fellow countryman! :) Was there perhaps something in the tutorial or explanation we could do better?

Reminded me of 'Is this seat taken?' that I played a while back, but a bit more stressful! ;) Nice job! I didn't get right away that you had to click on the clipboard and the schedule for them to appear, so I was a bit confused as how to know what each guest wanted. Perhaps you could also do something with icons that show what the preferences are of each guest?

A nice interactive tutorial so you know exactly what to do, nice one! :) I also liked the 2.5D perspective, gives every pixel art game a little bit more oomph! I did run into a few bugs: the tutorial said I shouldn't walk into the scrollers, but when I did, nothing happened. Also the trail never seemed to disappear, while that is supposed to happen?

Nice take on the theme by making a chain of actions; clever that certain skills also skip tiles to avoid traps and hazards. I did find a language bug, as in that certain texts were Spanish, even though I selected to play in English. Did hinder my ability to understand certain heroes and skills a bit ;)

Reminded me of the food stands you could place in Theme Park! :)

Nice defense game! Reminded me of Kingdom Rush. I did get a bit motion sick from the excessive screen shaking when one of my bases was being overwhelmed, or perhaps that was just the feeling of defeat ;)

Nice idea to mix the card-mechanics from StS and the positioning-combat from DD! I did have some trouble reading the UI at times, with the written out statistics from the heroes and enemies overlapping on the combat screen. I also didn't make it past the first map, do you get more party members later on, or is that only for multiplayer?

Quite the achievement to make a full 3d-game in Defold! Gratz! I also found out that I should not become a lumberjack, because I just went wild with the chainsaw hoping it would fall in the right direction (spoiler: it didn't).

The atoms popping and activating each other was satisfying! Would love to see that in a more fleshed out game.

The lighting and atmosphere were excellent! Though I did expect a bit more ominous music considering your surroundings ;) I too didn't get past the second level, though I did see my buddies take off on those boats, so at least they're safe!

Thank you for the compliment! And ouch, you've pin-pointed two of the things that were on our "nice to have"-list that we weren't able to implement in time. I suppose it wouldn't help to suggest you map out the dungeon yourself with gridpaper and a pencil like in the olden days? ;)

That's a lot of content you were able to make in such a short time :) Well done! As some others said, I too didn't master the controls as intended, but still had fun using the chain as a spear of sorts with mostly left-clicking on the zombies. Given that this type of high-dopamine-fest would do well with a mobile crowd, have you given it any thought how to make this work on such devices?

Cute puzzle game that would benefit from a small tutorial! Very clean and lovely presentation!

Was a bit disappointed that the fireworks did ‘t fly away at the end of every puzzle ;) Nice reverse take on the puzzle game that usually involves pipes and water! One thing I’d make more clear is that the inventory has a second tab in some levels, that gave me a headscratcher as I couldn’t find a solution in those levels.

Excellent time killer when you’re looking for some zen time :) Did get quite crowded on the board later on!

Original take on the theme! Looks very polished as well.

Glad you like the Wolfenstein 3D aesthetics :) But the graphics are actually a bit more retro even than Wolf3d. We used a 16-color CGA palette (with some additional translucent noise patterns for textures), which is more in line with Wolf3d’s predecessors. We did use some Wolf3d sprites as references for scaling the Slime Phalanx. Thanks for the compliments! :)

As other have said, it needs some additional work and in-game explanations for what everything does. I didn’t feel like I had any agency in what happenend, which hindered my ability to enjoy the game.

Clean game and perfect fitting take on the game! A real dopamine fest :)

The game looks excellent! I liked how the gears fit into each other and turn. And I think there’s something cool to be made of, but currently the gameplay is a bit too shallow to have longevity. Perhaps more puzzle elements, or different upgrades for the gears might fix that.

Enjoyable game! :) I think the esthetic would come together even better when the UI would also be pixel art all around.

Enjoyed the look of the game, but had a hard time figuring out what everything did. I did win, but it was not clear why :) I think a tutorial would go a long way to remedy that.

Was fun! Could use more levels! :)

I too had some trouble trying to understand what to do, and the gameplay seemed inconsistent at times with the disks sometimes clicking into place and sometimes not. Game would benefit from a tutorial.

Really nice puzzler! Only suggestion I would have is to add a reset-button for easy restarts, instead of going back into the level select screen.

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Nice take on the theme! As others said, comes close to feeling like a full game!

Nice survivor-like! Made it all the way to and through the boss! Satisfying combo’s! Did feel like the arena was a bit too small, would have liked to see a scrolling playing field. Did not deter me from enjoying it though :)

Really clean game!

My personal strategy that works for me is to focus on getting all attack tokens first, and only then switch to defense tokens (if necessary). If that means to go through a slime tile, so be it. Once you get better weapons, there is a big chance you’ll kill the mobs before they’ll have a chance to strike back. Good luck if you’re going back in!

Really likes a more action-packed version of a bubble shooter! Small suggestion: instead of only showing the next bubbles you’re going to fire in the sidebar, also make an indicator for the current bubble on the playable character itself. That way you don’t have to take your eyes of the action.

The game gets hardcore pretty quick! I almost couldn’t get past the first up-down-up-down-pits, and then got hit with the same pattern, but with spikes! What was the chain reaction mechanic you had in mind for with the enemies?

Reminds me of a very old Snoopy game from over 30 years ago. Didn’t notice that going from room to room dropped the timer, so when I switched between rooms very rapidly because of failing jumps, the end came too fast :( Still had a good time though!

Thank you for playing and the compliment!

I ragequit around level 8 when the game decided to give me a nearly full horizontal red vein I could not get around :’) The death animation was superb though ;)

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As others I was not prepared for the falling dirt, once I was at the bottom I could not get back up! To make it more clear who’s who, you could make the whole worms a different color each, instead of only the name.

Brings back memories! Now all it needs is a two-player-mode and my friend from primary school so we can duel like back then :)