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raghunandan

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A member registered Nov 12, 2020 · View creator page →

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Neat game. The spirit of exploration is captured well.

You managed to put in both sea and land traversal, which is cool. Events are well done. My expedition lasted for 105 days, at which point I ran out of food. Most of the hunting expeditions failed. Should have tried fishing I guess. Nice procedural generation. Would have liked more variety in the islands though.

Overall this is a good jam game, which can potentially be improved further. All the best!

PS: Immediately recognised the soundtrack. Thimras composed the track (and contributed it to OGA) originally for our “War-Ships” game in 2022. Brings back memories!

Cool game! The visuals, writing, audio, are all fitting. The game feel is great overall.

The core stealth mechanic is well designed. Not sure what picking a pocket really feels like, but this somehow feels correct.

Seems more like a complete game than a jam entry. Kudos and all the best!

Nice game. I like the core gameplay and game vibe.

Would like to understand how to pick challenges, or to plan a course. I see now from the comments below, that the terrain does affect the challenges. Making the player aware of this will enable them to plan better, as compared to simply following the compass, which is what I did. Some variety in the challenges and cards, etc. would also help.

Overall great game for the jam, with good potential for expansion. Well done!

Thanks for the detailed feedback.Happy to note the Obelisk was useful. A lot of folks seem to be playing with just one character, so this is something for us to consider. Cheers!

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Gradual/reduced heroes and locations is a good suggestion. We will work on this. Glad you had fun playing, and thanks for the feedback!

Great game feel.

Nice map and fog-of-war aesthetic. Graphics are really good. Loved the characters, voices, how they interact over the journey, and the events. Didn’t really understand what I needed to do to win, except maybe find food sometimes. And not sure why I lost, or actually that I lost. The game simply ended with the credits roll.

This could be developed further. All the best!

Cool concept, great UI, good music and sound effects. Won finally on the 5th attempt. Feels like minesweeper, but definitely more intricate. The different stats and actions are well thought out.

Since moving through cleared areas doesn’t cost anything, the ship should move anywhere reachable in just one click.

Amazing for a game jam. Well done!

Glad you liked the style and flow. Will work on balancing the bandits. We actually made it so the bandits only spawn at Obelisks, but unfortunately forgot to mention it in the rules. Bandits can also come closer to a path from the fog-of-war, but for spawning, the player knows that they are taking a risk if their path is close to an Obelisk. Apologies for the miss, would be happy to get your thoughts on this. Thanks for pointing this out!

Glad you liked the concept. Your feedback is encouraging. Thanks!

Glad to know you had fun playing the game, and enjoyed the strategy element. Balancing the bandits, and the fact that you can use just one hero are definitely things that we need to work on. Thanks for the feedback! 

Cool concept, artwork, and writing. This has a good distinctive style and mood. The difficulty was quite on the higher side for me. Good entry overall!

Cool game.

Art and atmosphere is great, tense. Exploration and map are done well. Not sure what I was doing in combat. Could manage to explore about 40 sites. For the most part it felt like exploring a maze. Wasn’t sure what I could do better. Maybe I should choose enemies better, or avoid some battles, etc.

The game is polished overall. Well done on the submission!

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Neat and polished game for a jam!

The game is easy to understand and play. Somewhat a mix of puzzle and tactics. Tsuro-like with Balatro-style deckbuilding, maybe.

The UI is really cool, with the drag and drop, and tile rotation. Even with using an add-on, appreciate the overall implementation of the tile path logic.

The deck-building and special tile properties are cool.

Often found myself wanting an undo option because of a mistaken placement. But I guess this may not be feasible in all cases because of the tile effects (50% chance of duplicate, etc.) Atleast allow undo in deterministic tile placement cases. But when the mistaken placement happens, I feel it’s a poor experience for the player. Because in these places the game feels like a puzzle, and the expectation is an undo. I was at region 5/5 with score of 573, and two steps away from the finish I made a wrong placement. Something to solve for.

Some of the shop purchases seemed off. Like two cards were the same, but with a different cost.

Sideboard is a nice feature.

Some ideas for future:

Consider allowing the player to place a tile anywhere, instead of only to continue the path. But you have sideboard instead I guess.

Multiple end-points to reach. Multiple start and end points, or pairs to match. I feel the game could use a little more variety in the levels.

The 50% chance and add gold, etc. is Balatro style I guess, and this suits the game well. You could explore other tile and deck modifications, etc.

Has good potential. All the best to take this forward.

Thanks for the encouraging feedback!

Sounds good. I had idea where you just upload an image and can manipulate it like a card. So no title, description, etc, but just the image. This could cover some more generic use cases than a card, but maybe could work for you as well?

Just to confirm, are you using this on mobile or desktop? I just tried the same on mobile and got a similar crash, but it seems to be working fine on desktop. I'll debug this further.

I've setup a Discord for more detailed conversations and feature requests for this: https://discord.gg/3YKHWvGpGY

Many thanks for your patience and responses :)

Thanks! That's motivating :)

You mean having the image cover the whole card, and not have a description?

Ah, that's unfortunate. Can you tell me at which point it crashes, or else if you're able to reproduce the error, a screen recording would be great so I can try to debug. And when you mean crash, what exactly happens?

I've added the option to upload an image to a card. Do let me know your feedback.

Thanks! The Load is implicit right now. Once you Save it loads automatically when you open the tool. And hence there's only one project as such. Planning to implement Save and Load of multiple projects.

Regarding images, you mean something like upload a custom image? I'll plan for that.

Good to know, thanks!

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That's not unreasonable at all! Very encouraging in fact :) Thanks so much. I will reply here again when I update the game.

Change Weapon: I would say skip character selection, and just trigger it for the character whose turn it is now.

Font size: Not sure what the standard is. Sometimes I've seen all capitals being used to indicate shouting. Whispering, not so sure.

Further feedback:

  • The student who says. “Oh Edwin! I ran into Arthur earlier…” Since Angel is the one that engages him, shouldn’t he greet Angel first?
  • Scan spell name and especially animation seems more Sci-Fi-like than Fantasy.
  • Change weapon is a bit unintuitive. I have to click on "Change Weapon" and then on the character I want to change weapon for. You could consider having the "Change Weapon" just for the character whose turn it is now. Also the character selection has to be done even when there’s only a single character on my team. And the menu goes back to the higher level. Tech, Magic, etc. So initially I thought the screen had got stuck after clicking on "Change Weapon".
  • After finishing a combat, or using teleport etc, Angel and Edwin appear one behind the other, which seems a bit odd. Upon clicking to go somewhere, they become separate again.
  • Quest text needs a darker panel background as well, for readability.
  • In the interaction with Professor Slominsky, the font size keeps changing between small and big.

I was delighted to find a small card game: Monstrocards. I’d like to know about it and play more :) Did you design it as a mini-game for Verloren?

Nice game. Love the intro, artwork and story context (get home before dinner!). The music seemed a bit eerie and I felt it didn't fit the story. The platforming was tough, although this is one of the few games where I actually pulled off a wall jump and it felt good :) All the best!

Thanks for playing and the feedback!

  • There's two things here: an indication on hover, and having to click twice to select an option.
  • Regarding hover, I'm not suggesting an option. It's not too big a deal. But I would prefer some response on hover.
  • Having to click twice is a pain though. You can decide whether to change this based on feedback from other folks as well.
  • Idle animation for the player character, mainly. Again I haven't played many RPGs so I don't know the standard. Once I came back to the game screen after a while from another window, and I had to look hard to figure out where I am on screen. I don't know if idle animation is the way to solve this, but something to think about in general.

Thanks for the feedback!

  • Regarding terrain cells, I'll put that in a tutorial in future versions.
  • Yeah, there are quite a few things happening upon card placement. Sure, I'll consider an event log that you can refer to as the game is going on.

Thanks for playing and the detailed and encouraging feedback!

Thanks for playing and the feedback! Hope you beat it :)

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Fun game :)

  • Nice energetic music track!
  • Liked the upgrade system and the different upgrades offered.
  • Auto-gun is cool!
  • Auto-gun vanishes when there’s no enemy around. Once added it should be visible at all times.
  • Also if take more than 2 auto-guns what happens? I can only see 2 on the screen.
  • More variety in enemies and missiles would be good. (This answers your feedback question on what to add).
  • Sometimes the upgrade choice is repeated while selecting. That is, you get the same upgrade choice in two slots.
  • Wasn’t sure what the repair system is doing. Do you lose when a building is damaged completely?
  • The game exited with an error in wave 11.

Well done overall!

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(This is a partial review… Will spend more time on this.)

  • The game looks good! Can’t point out all of the changes, but there definitely seem to be a lot of enhancements over the previous version.
  • The new cursor is nice. (Although maybe it’s a bit big, especially compared to the character in-game).
  • The zoom in for the hidden passage in the first scene is a good touch. Can’t remember if it was there earlier.

Again, game feel is great as always. Lots of stuff going well here, won’t repeat myself from the FQ7 feedback. I’ll focus on points of improvement:

  • In the menus, I have to click twice, once to get the cursor onto an option, and then again to register the click.
  • There should be some hover indication for the menu options.
  • “Here we’re, sweetheart, we’re finally out of…” I think the first “we’re” should be expanded: “we are”.
  • “encode your name” => “enroll your name”?
  • When you click on a location, the repeated square expanding effect until you reach there is a bit jarring. Maybe reduce the size of the square (or circle may work better?), the intensity of the effect, and make it happen only once.
  • You should consider adding some idle animation for the character, even if it’s very minimal.
  • History of the Tower of Knowledge excerpt: hard to read as the text colour is similar to the background colour.

Also if you have ideas on a suitable mechanic/effect for it that would be cool :) I'm not too knowledgeable in fairies. But considering they're into magic and such it should suit a bunch of effects.

Hmm... would that be a structure? Or could be a terrain?

I've made some changes to the game. One of them is to reduce the turn limit to 15 (and target score is reduced to 150). This should address the lack of slots problem, and hopefully make the Clock Tower more usable. Quite a few more cards as well. Thanks again and cheers!

I've now made it so the cards are not selectable during draw. Also added a "Ready" indicator for when the player can make their move. Along with quite a few more cards and changes. Thanks again and cheers!

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I remember you had suggested on the stream a building that destroys other buildings. Just FYI I've included such a building now. The Castle (repurposed), it now absorbs a random nearby building upon placement. It's live on the current build, with quite a few more cards and changes. Cheers!

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Just FYI, I made the terrain layout randomized, and I'd say it's working well. Although there a few imbalanced combos, it seems to be fun overall. It's live on the current build, with quite a few more cards and changes. Cheers!