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Ravery (Ravery.net)

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A member registered Mar 28, 2017 · View creator page →

Creator of

Recent community posts

A few comments:
When I was playtesting my deck I didn't understand how to leave the playtesting first, because the "Leave" button is in the deck dashboard and not in the duel view. Even in the dashboard I find the Leave button is somewhat inconspicuous and so I missed it. This made me think I had to wait the 50 simulations before I could change the opponent.

Secondly: I like the card ranking system quite a lot, but it feels like you should have two rankings. One for play, another for targeting. I ran in to the problem: How can play out my Learn creatures before my spells, but avoid them getting flickered by myself (which removes all counters gained from Learn). Another example are cheap ramp creatures that I want to play early, but they shouldn't be the targets of my spells like heals. 

Lastly: How can I change the image of my deck?

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Beautiful art. Good  mechanics. Immediately clear and fun deck building.

Very cool game!

The tech that unlocks mechanites does nothing and so I can't leave sector 2. Is it a bug or basically a "no more content, you won" indicator?

Figuring the game rules out kinda fits the theme of waking up in a cryptic post-apocalyptic world of broken down, dystopian tech.

I'm surprised nobody else has posted a comment yet. This is a cool game. Somewhat stressful at times, but overall a cool experience with a good mix of music, visuals and theme.

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Wow! Sounds really good. I'll revisit your game again soon.

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I like many elements of your game, but overall I felt like it wasn't a good experience for me. Here are the issues:

The beginning was quite slow and there was little to be done.

Then when I could ascend the game was beginning to be quite good actually.

Then I ascended enough so ascensions became trivial and so were the challenges. Many challenges were completed as soon as I started them (due to leveling early start upgrades).

The game felt more and more about just clicking upgrades as quickly as possible. Exhibitions were yet another layer of "just click quickly on upgrades without thinking".

I think you could improve the game massively if you moved some of the challenges into the early game (which makes the early game more interesting), while increases the challenge (or price) of late-game content, so it isn't just mindless upgrading.

Edit: Also let the x1, x100, xMax buy button affect the support upgrades, please.

Despite my comment being mostly listing issues, I do think that the game has good potential, and I hope you continue working on it.

Having a constant death clock during gameplay and upgrade phase is like the exact opposite of "idle" gameplay.

Also I think it's a bad idea to punish players who want to read the upgrades you are providing. Stopping the deathclock during the upgrade phase would be better, imo.

I do like the topic though.

I wish the game would run in the background instead of pausing.

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The sound and "gamefeel" of hitting a fish and pulling it in is very good. It makes the game relaxing and satisfying at the same time.

I wouldn't mind some additional map where you do nothing but catch fish without enemies that hurt you, to maximize the relaxation factor.

By definition it is literally not theft. Stop redefining words and stop accusing innocent people of felonies.

How is it not real art? Also are you sure you are judging the images based on their visual quality, cause I feel like you are just biased against AI art in general.

The AI images that tell the story in the beginning are very good. If you expand the game, I think you should lean into it.

Regarding the current state: I think the very early game is quite boring. You basically have to click "Respawn Target" far too many times before the game starts having a bit of complexity. I think some Auto Respawn Target (which respawns after 10 seconds of inactivity) would help. Also some randomly appearing items that boost fire speed and damage for a few seconds. This way the player can either idle (auto respawn) or has more stuff to do in active play (random temporary boosts).

The AI story illustrations look great though. There is no need to remove them.

Manual research and creating crates doesn't work after ascension.

It's fun how many resources you can make when you got the right cards and your deck starts running like a well oiled machine.

Really cool game!

What I don't understand: What is "for each 5 size ?

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Game doesn't load. I'm using Win 10 + newest Firefox update, if it helps.

Nope. Maybe I'll restart the project some day, but there were gamedev issues which forced me to stop developing it 10 years ago.

The laser shoots like 30 degree off of where I'm aiming at. The hit is still detected, but the visuals are wrong. It seems to be connected to changing resolution / fullscreen.

Wow, this is a very good game, but hampered by a few game breaking bugs and a steep learning curve. I hope at some point you'll revisit this game and polish it.

Really cool.

Interesting topic. Dystopic and relatable.

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Small suggestion: I think if the miners have megarock focus, they should be mining regualr rocks, if there are no megarocks. And vice versa.

Nice

The droning noise was annoying so I tried deactivating it via menu, and it told me that the progress will be saved, but there was no volume sliders and when I got back into the game all nodes were deleted and I was too poor to buy new ones.

I'm sorry to hear that you have decided to step away from the project. It is a good, fun game that plays well and shows talent. I hope you don't stop developing games forever.

It's a good game. The only things that I would love to see improved is:

- Better idling (should run in the background or accumulate some offline-progress)

- Have idling be less strong (when you let the game idle it gives out 100% rewards, which allows for a ton of upgrades when you leave it running for an hour). If idle progress was capped, it would feel better, I think.

- There should be some easier way to upgrade. How about some button that buys the cheapest upgrade for you and a button that does that 10 times. This would make it easier to get the ton of super cheap upgrades each prestige.

Is there a way to pause the game or deactivate waves, so I can have it idle without losing the base?

Very frustrating handling.

Ah, thanks.

The right column in the store is out of the screen. During fullscreen and non-fullscreen mode.

How do I press "Next Level"? I'm stuck after destroying the 3 radar dishes because I the game doesn't show the mouse and I can't press the button with keyboard.

This is really cool! You should continue development.

It took me a while to find out how to go to the next turn, I was confused by the city UI at first, at some point the settlement was inaccessible for some reason and since there is no save/load feature, I gave up.

It looks like an ambitious project, but it feels quite broken right now.

I can't even test it because the events are happening too quickly. It's like every 2 seconds there is a new crisis.

Also I can click (and earn EP) even when the simulation is paused. Is this intended?

I hope you add more content. The current version is too quickly won.

Also the negative CO2ppm values do not make sense. Just cap it at a healthy/desired rate and it will be much better.