:O
We are spiffing it up, if you will, gotta have the same minimalistic look and play, just in 3D ^^
poppants
Creator of
Recent community posts
Hi there!
Your comment made my day, thank you :D
I honestly never considered the possibility of the starting point to be surrounded by the mountains, like in your case, so I already made myself a task to take care of that so that does not happen.
Regarding resources - noted! We also changed how some of the resources "behave" and what they are used for, so hopefully we can balance it out so there is no grinding.
And regarding the last part - you can expect more of those indeed! We aim to make a lot of building to provide new unique actions and changes to the game mechanics, and more chains (e.g. when upgrading or building next to each other). Also, perhaps not in early build, we will be adding "prettify"ing options for some buildings, allowing you to customize how stuff looks but also brings in some bonuses. So.. stay tuned ^^
PS: I really liked the concept of a mushroom farm, so I am stealing that one for the game :D
Instant wishlist on my side! This also begs to be released on switch.
A few comments, hopefully useful notes:
1. The order of enemy turn is ambigious, would be great to include some indications of that, so you can plan your moves well (this is especially important since enemies can damage each other);
2. In the classic roque-like run (Hades, Slay the Spire, etc.) the most vital resource is health since it is rarely restored. This can impact the playstyle, like forcing players to be defensive. This could limit the viable strategies in game, and hurt replayability. The potions kinda aleviate the problem, but I got to dig deeper to see if that becomes a problem later in game.
3. Allow some potions to be used in between the fights?
4. Really easy to forget what some of the moves (player's or enemy's), would be nice to have some way to read about them and their special moves.
In any case, good luck, this is gold ^^
Hi Darenn!
I really liked what you did with the "source material"! Really liked the illumination mechanic, and the end game is a lot more fun, can be challenging in the first run. The 64px limitation makes everything looks crammed, but that honestly works well with the darkness of the world that you've built.
For starting pixel art I think that looks quite good! I would advice you to look over at lospec.com for palettes and tutorials (artists Pedro Medeiros and Slynyrd are my recomendations). Even a tiny change, like applying a custom palette will breath a lot of live into the game.
Looking forward to the final version!
Hei Darenn, I am glad you enjoyed the game! I always try to evaluate the games on the basis of elegance of its game design instead of complexity - and that’s the approach I take when I design them as well. Becomes harder, mind you, but I think it is the correct parameter to… optimise?
I think it was the 3 minute game design mini-series by Keith Burgun where I first learned about the concept, and I wholeheartedly suggest to take a look if you have got the time.
Cheers, looking forward to seeing what you come up with!
Do not know how I missed your comments, thank you for the kind words and for the feedback ^^
The description of the buildings are lacking, and that kind of was the point - to discover what things do on your own. I have to admit though, it is a bit overwhelming with the ones that rely on nearby tiles for production. In any case, that is one of the things I will be re-working :)
Heyo, no, not really only a twitter account that I do not really post on: https://twitter.com/AtwoodPer