Excellent game, short and compelling. The writing, visuals, and music are spot on, and the gameplay mechanic is clever and fun.
Recent community posts
Great little orbital tower defense game! You're right that it would benefit from more time on levels and progression. But that just shows that the idea has legs, and you could expand it further. The graphics, though simple, are easy to read and have a good, clean look.
Super cute! I really like the concept of tamagotchi on a small, spherical planet. The art and especially sound are really good. This is the kind of chill idle game that you can spend more time than you expect just hanging out with.
Before I got the hang of it, I collected enough tomatoes in the first two levels to make a nice pot of marinara. Good gameplay, very smooth. I like how you chose a viewport resolution that makes the game challenging but still possible to play.
Nice simulation! Not much interaction, but it was interesting to watch my little fungus patch grow (or die out!) in different scenarios. I'm glad I could click-drag to give my little guys (funguys) a boost. Great choice of music, too.
Thanks for playing the game and sharing your thoughts! That's a bug. When there are no more regions, it should hit the win condition. It sounds like you hit a situation in which that failed to register. If I have a chance to revisit this, I'll fix that bug and add a random 1-2 extra turns to unassigned quests. I think that will address the issue sufficiently while still requiring the player to choose a region every turn. However, once a group of heroes has embarked on a quest, I'll stick with the current rule that you can't add more heroes. Part of the challenge is committing the right number of heroes from the start, or taking the hit and losing a point of renown if you leave it unassigned. Some play sessions may just be more easily winnable than others depending on the random allocation of region events.
Nice game! The animations are really smooth. The cycling color palette of the backgrounds is so soothing, and it complements the chill music. It's satisfying to explore the world and talk to its inhabitants.
The random curses is a great idea. Whenever I died, I'd want to play one more round just to see what interesting new curse I was burdened with. The controls feel really good, and the color palette is nice.
Nice job! I was briefly puzzled until the pleasant aha moment when I realized it was essentially a typing game. What about putting the key legend closer to the center of the screen somehow? In any case, it was fun and challenging to play. Nice graphics, too!
Thanks! My thinking was that if a party member dies, you need to level up a new character from level 1. You can keep the new character in the back to avoid damage. Did you try the level editor?
Figured out how to make the web version available on the same game page instead of as a separate game page. Note: Windows version required to save levels made in the level editor, but you can still play with the editor in the web version,
Great job on a Pico-8 game! Getting just the right hitbox to interact with things was challenging, but moving and attacking have a good feel to them. And moving between the cave and house provides a nice breather between levels.
Thanks! I can't take credit for the music. It's Kevin Macleod (Incompetech) as credited on the title screen. I did the programming and art, though. First time using a drawing tablet, and first time drawing anything more than stick figures since elementary school decades ago. It was fun to try my hand at it nevertheless!
If you were originally asking about the Dialogue System for Unity, it has Super Text Mesh integration. You can find the integration package in the Dialogue System's Third Party Support folder. If you're dead set on using articy:draft, consider the Dialogue System because it imports articy:draft XML instead of using their Unity plugin. Articy's plugin is very slow in the editor. Otherwise, if you're no longer interested in using articy:draft, certainly check out Kai's new dialogue asset, too.