Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

rioreur

35
Posts
3
Followers
2
Following
A member registered Jan 17, 2026

Creator of

Recent community posts

I actually just discovered what "VST" and "DAW" means right now :V

I did all the musics using JummBox (which I learnt to use specifically for this game), and did the few SFX either by using jsfxr, or recording things with my headset microphone xD.
(If you're wondering by the way, the "click" of the game console in the game is actually from an actual OG gameboy)

I'll try to look into what you sent, but it will be low on my priority list x)

About SFX, that's clearly the less polish aspect of my game. I did that last, and I have absolutely no experience on how to do proper sound design (mind you, I also had absolutely no experience doing music... But I had more time and motivation left in me xD).
You don't have sound for most of the "desk items" (as, game manual, encounter tool, etc.), you also don't have sound for attacks, nor for the different creatures... I kept it to the strict minimum so it's functional, but at one point I will need to tackle that issue...

The fact that you have a 4K monitor is actually really nice for me because I wasn't able to test the game at that resolution (only up to 2K). And even if the gamepad cursor didn't work as intended, the automatic scaling of every "desk items" as well as the HUD did, which is great!

It would have been problematic if the game console screen was outside of the window xD

(5 edits)

Ok, I'm done watching the video.

God, those are always so weird. On the one hand it's super cool to watch someone play your game, but on the other, it's really hard to not feel awkward about it xD.

Anyway, some very interesting points were brought up : 

  • The tablet would be better if it was a booklet : YES, absolutely right, and that was the original plan... But it took more space (as you would need to fit two pages in the screen if you wanted to be coherent) and it required additional animations and sound effect for the page flipping. At the end of the day, I went with something simpler to get shit done... Also, the tablet will work better with what I have planed in the future.
  • Waiting isn't fun, that could be a problem : Indeed, at least when discovering the game. Though since waiting is important to the mechanics, it's not really easy to completely remove it... If I want to make it so you need to wait less when searching for a chromatic creature, either I make it so they are easier to find (which means people could completely ignore the mechanic and just try their luck by resetting the game a lot), or I increase the frequency of random calls (which makes the timing harder). Though I have tools to help with that, and can change that independently for each creature... Maybe I should make Tortolodon easier to get just so people can get into the game with minimal amount of waiting...
  • I hope the game isn't as precise as the real game when it comes to RNG manipulation : it isn't. Real pokemon games back then ran at 60 FPS, so you needed to be precise to a 1/60th of a second for those manipulation. In my game though, I slowed down the RNG so it's only 1/16th of a second, and I also added an "Encounter Assist" which automatically corrects the result of the RNG if it is only one frame off, so it's actually 3/16th of a second. You can also change this encounter assist in the options. It can go up to 17/16th of a second if you really struggle (so about a full second of leeway). Though this feature isn't very visible... Maybe I should add a difficulty screen when first starting the game...
  • We don't know if we're too early or too late : I wanted to add speach bubbles to your "outside of game" character which would say things like "arf, too early" or "arf, too late", to give you an hint. I ended up cutting it because of time, and because the "outside of game character" narration I initially planned was trashed in the end... Maybe I should add it back.
  • The sea near the side of the island is square : Indeed. I could create additional sprites, but at the end of the day, I think it has some retro-charm x). I might change my mind though...
  • The controller seems to not be optimal : actually, you showed an issue with my game I hadn't anticipated. Based on what I saw, I assume you have a 4K monitor, or at least a 2K. I set the cursor speed based on my own monitor which is a 1080p monitor, so the cursor ended up being two or even four times slower than what I intended for you. I need to scale that with screen size... Although, two things that you missed I think : the game console can fully be controlled using controller without having to rely on the cursor, and you can change the cursor speed in the option. It's better on keyboard and mouse, but I think the game still remains pretty playable on controller.

And yeah, you definitely speed through the manual and its instruction which resulted in some mistakes, but it is a tough read, I understand that. You still managed to get 3 chromatic creatures so I guess it still somewhat worked as intended xD.

Anyway, thanks again for playing! And having two people watching you play and comment, as well as a twitch chat reacting is definitely precious feedbacks

(7 edits)

Thanks a lot for trying it out!

What you're talking about is one of the hard balancing aspect of my game... There is the goal of my game (performing glitch to go forward) and the goal of the game inside the game (collecting the 8 badges? Catching them all? I don't know).

Those goals are kinda opposite to each other because the first is more about research, experimentation, and managing to unlock progression through new discoveries, while the other is more about a steady adventure you can go through by level uping your creature, finding better ones, using items, etc.

One is more of a puzzle game, while the other is more of an adventure game.

If I try to have them both, one tends to prevent the other from working.
For example, I didn't put a leveling system in my game because if I did, the chromatic creatures would become useless (as you could just grind your way to victory). And the duplication glitches could make the battles too easy if they were planed for a more "normal" type of game.


So yeah, how the game feels right now is intentional. It's not perfect, but I want to have those roadblocks and I want to focus on the puzzle aspect. My priority is to convey the feeling of discovery. Of progressing in a way not planed by the game. I want this game to be about emergent gamplay.
Though I don't want them to be skill checks, and I don't want them to prevent the player from doing anything.

I actually added a few systems to help with that. For example, there is an auto-correction when you try to get a chromatic creature if you miss it by a frame or two (which can be increased in the option menu by the way, if you struggle).

I also plan to add other stuff so you're not so "alone" when you get stuck (instead of a big game manual you have to analyse, I plan to have something a bit more interactive to get hints and instructions).


Anyway, thanks again for the your feedbacks. 

I'm watching the stream VOD right now, I'll answer the questions said there once I'm done

Played the game last AGDG.

I don't remember exactly how the HUD was before, but it seemed to have improved. I don't remember the description panel to the right of the attack selections... Also, the improvement in enemy and effect variety makes the battle way more interesting. You end up having to make decisions on where to apply debuffs, and which enemy to focus. Having some abilities acting as weakness for some enemies is also pretty neat.

I'm still not sure how I feel about the dungeon crawling aspect of the game. It works for now (better than for the previous AGDG, that's for sure) but it still feels a bit gimmicky... 

I hope I can see that game next AGDG again!

Ok, I wasn't expecting a game that polished.

Really cool artstyle, really fun gameplay (I like the survivor + brick breaker mashup), nice sound effects and music, seems to already have a bit of re-playability...

My complaints are mainly : 

  • Some remapping options would be nice to have (my keyboard isn't a Qwerty keyboard, so I had to shift it to english mode to play the game comfortably)
  • One of the sound effect was particularly irritating to the hear... Some high pitch noise, like a coin hitting a coin kind of sound? I think that was the sound of XP drop and pick up. It was player A LOT and was kinda horrible to the ears after a while x)

Now, I think what is needed is what is important in most survivor-like games: A way to bias the randomness.
Right now, you can't really do a lot to orient your build. You just have to hope that you'll get what you want on the three choice given, but if I want to max out a specific ball, it's mostly luck.

An option to skip a reward to try to get a better one after (but doubled) could be an idea for example (makes it harder for you temporarily, but increases your chances to get what you want).

Probably a lot can be done... Anyway, cool game!

I like the tetris spin of the roguelike gendra. A bit overwhelmed with all the options and possible items though...

I didn't play too much, but it seems most rewards are items you can activate while playing, and you can have up to 10?

I think that's too many options... Especially if you're not really a big tetris player (like me). Having just 2 or 3 would be easier to handle.

Also, maybe I haven't played enough, but item rewards that gives passive improvement or effect is I think one of the appeal of roguelikes. 

Didn't play too much of the game in the end...

The animation of the two fighters are good, and it's fun to have moves corresponding to real types of kicks and punches, but selecting them (at least on controller) is a struggle.  The middle options (in black) just went all over the place when trying to select them, and I couldn't get to the yellow move to the right of the selections.

Also, I didn't really understand most of the UI. I think the green bar is stamina and the bar on the right is a time table ? But I'm not sure how they work... I could do the first fight by spamming move without the opponent reacting.


I ended up crashing during the third fight when trying to do a "high block" when one of the enemy attacked.


Pretty cool game. The control are a bit wierd to get used to with keyboard and mouth (mainly the camera being locked to limited angles, which I guess is to maintain the illusion for the sprites)

I like the "one chance" shot of the taser, I'd say everything works fairly well.

Though do note that the truck on the parking lot doesn't have collisions x)

Really cool presentation. The intro is kinda nice and works well as a hook.

The dialogs are pretty good and all the characters seems to have interesting personalities, though I still have a few caviats.

  • The text in the dialog box is a bit too close to the bottom of the screen. It makes it a bit uncomfortable to read. There should be at least one or two empty lines between the bottom text and the bottom of the screen.
  • People already said it, but it's not very intuitive that clicking on the text box doesn't advance the dialog. I thought it was a bug at first.
  • I don't know for others, but for me as soon as I saw the pose Made was making in her portrait, it completely broke the immersion. Everyone has somewhat standard poses, sometimes even telling something about their personality (like Pare) but hers just looks dumb.
  • I spotted something I'm not sure about... I think sometimes you try to create a pause in the dialog by inserting line breaks. If that's the case, it doesn't really work that well (as you already use line breaks to format your text). You should probably add something like "..." in that line to make it more obvious
  • When talking to the Merchant, the music stops looping after a while.
  • I had a weird screen after the end of the conversation in Marche, I assume it's the end of this build, but it might be a bug.

Anyway, pretty cool. I kinda like the pacing being handled the map roadtrip acting as chapters. It may be a bit too quick though... A slower animation could sell the time passing a bit more maybe.

(1 edit)

It isn't that different from what you did to get the Tortolodon at the start.

You prep as usual, with no delay on the encounter tool's timer, and you need to time the start of the battle to that timer.
The added difficulty just comes from having to keep the cursor on the fish while waiting for the timer to run out.

So yeah, if you want to see how it's done, Hap.dev did so in his video at 43:58 (the comment above yours)

Thanks, and congrats on the three stamps!

There isn't that much to know about how to get the Chromatic Eldalodon to be honest... I don't really consider that to be one of the "secrets" so if you want, I could quickly explain x)

(1 edit)

Thanks a lot for the let's play video!
It's always super useful to have those around to see what works as intended and what doesn't. The latest version changed the game manual to guide the player more through the early game, and at least for you it seems to have worked as intended.

I'm surprised to have compliments on the SFX though, because for me that's the thing that is the most lacking xD

Well, the base concept is pretty niche and I'm limited in what I can do to make it easier to tackle with.

There is an option to facilitate the timing required to get chromatic creature if you want ("Encounter Assist" in the "General" option menu).
It corrects your timing automatically if you are off by a small margin. You can crank it up to 8 if you want, which is about a second of leeway (-0.5 to 0.5 seconds around the correct timing).

But yeah, kinda hard to find a way to introduce all the concepts without getting boring. I have a plan for that in the future, but for now it's just a big game manual to read...

True :c

The current game manual is probably one of the weakest point of the game. I have a lot of information to convey, and I also had a lot of system to create to this is a trade of to have something playable.

This needs to be reworked at some point to allow a better "on boarding" experience.

Hopefully you can have an early game were the game takes you by the hand and introduces you to most concepts, and gradually let you do things and glitches on your own.


Still a lot of work to be done, but thanks for the feedback!

Oh, I've already seen it!
A friend of mine sent me the VOD already xD

I laughed a lot. I think you're the player which had the most chaotic experience I've seen so far.

The game central mechanic is getting chromatic creatures (creatures with perfect random stats and a different sprite) to beat tough trainers. But you completely skipped that aspect xD.

Not a criticism by the way, I know the game manual is pretty hard to get into. The big game manual is a compromise of the other ideas I had so I could actually release my game in less than a year and still communicate the pretty complex mechanics... But it's still a tough read.

Though it was very informative. It seems you still managed to have some fun while avoiding one of the main mechanic, which is a good sign I guess x)

I'll try to make the onboarding experience more palatable in the future.


As for the controller support, you're not the first person to ask for it. I'll see what I can do!

Ok, fun fact: I have the exact same ID as you on my personal save (I know this can happen, not sure why people tend to get the same ID but not an issue).

Anyway, I don't have the same result as you when using the encounter tool...

For me, Rand 174 is just a normal Tortolodon.

To get a chroma, I have to go to Rand 319.

I think someone had this issue in one of my playtest, but it was a while back, it happened only once on a really old version, and I think the problem resolved itself by doing a hard reset on their save...

I should probably look into it more (I'll add it to the todo list) but I think you should try to fully reset your game using the overall option menu, and then uninstall and reinstall your game...


Sorry, but without knowing what causes the issue, I can't really give more recommendations...
The only thing that comes to mind is that the ID displayed in the encounter tool is not the same as the one being used for calculation for some reason (maybe an issue with how it's saved...). But right now, I have no idea...

Links give me a 404 not found sadly

The max health is just twice the STR.

Did I somewhat forgot to write that down somewhere? I feel a bit dumb if that's the case... I'll check that out later as well.

Hi, thanks for playing!!!

I think that's actually a really good idea... I got focus a bit too much on explaining the different glitches and how to do them, but if you look at old game's guide, they usually were centred more about how to beat the game. They weren't trying to be exhaustive.

I had an idea to replace the game manual with a forum where you could be a bit more proactive in how you got glitches and found out new bugs, but having both (an obscure forum to search for the hidden stuff, and a guide on how to beat the game) might be what I'm looking for...

I'll think about it

About the cursor problem : 
Very weird... I had a similar bug reported to me during play test, but I wasn't able to reproduce the issue and have no idea what can cause it. Though an option to use the hardware cursor might be a good idea as a work around.

About the countdown timer number display shift :
Saw it, absolutely no idea what causes it, and also no idea how to reproduce it consistently... It's still pretty minor at the end of the day...

About the Audio calibration :
could be an idea, but it might be a bit redundant with the timer offset calibration which can be used that way.

About the ink stamp :
In my head those are pretty cheap... Stickers could be cool as well, but they more or less do the same purpose here.

About the countdown volume not changing : 
Dully noted, clearly a bug, I'll test that out later.

For the wait in between each chroma attempt : 
My goal is to be between 10 to 30 seconds for early game chromas. Right now that's how it mostly is, with some outlier being way earlier or later than that, but usually not more than a full minute.
I plan to have some encounters which makes you wait longer, but they would use a mechanic which helps you "save" a moment in time and reload it, to like, skip the first 5 minutes or something.

About the button being repeated when held :
All buttons do that EXCEPT the game console face buttons. At least they shouldn't, so I assume this is a bug. I'll test it out later

For Primavolt (or Primeape as you said) : 
I'm torn on this one... The offset between the moment you start the battle and the moment the encounter is decided was unintentional. I added a small animation, and it created this "issue". But when doing play testing, some players just got to work, read the game manual and figured out how to time it correctly (as the solution is written down), which is what I want this game to be in the end. A puzzle game where you go through a big game guide to find useful informations. But yeah... This has been a point of frustration for many, so I'm hesitant about keeping it... Maybe just giving more hints about the solution would be a good idea (I saw a really good suggestion in an other comment about making the Game manual an actual guide on what to do in the game in what order. I need to think about this...).

Also, the issue you had is very unfortunate... My conclusion is that the "here how you can correct the timing" is not working as intended right now.

About the success popup timing before you did the caputre : 
That's pretty minor, but I should probably look into it... Feels better if it appears right when you do the capture.

About being able to still use outside of combat abilities of creatures that are dead : 
That's intentional. It's just for convenience.

About the creatures you can't really get back to (Primavolt and Tortolodon) : 
There are ways to get them back, but I count that as "hidden" content :D.
Do know that it requires the use of glitches though

About not being able to equip items in the team menu : 
Huh... That's weird... maybe I broke something when adding the option to equip from the computer? I'll test that out later.

About the bug where pressing the menu doesn't work : 
I think I know what causes this... I'll look into it


Anyway, thanks a lot for this HUGE feedback.
The game being kind of "directionless" has been a common criticism, and I think it's a fair point. I'll try to think about a way to better guide the player...
Also, the current game manual is definitely an other issue (kinda hard to find the information you want... Or even to know if the information is there).

I probably won't fix those aspect before a while (because those are a lot of work) but I take note!

(1 edit)

Well then, I guess either you struggle with how to time it (happens), or something is done incorrectly... Kinda hard to tell without seeing a video sadly.

Your Encounter tool seems to be correct though


The important parts are : 

  • Start the timer and your save file at the exact same time (not a new save file, the one you saved with the ID you wrote down on the Encounter tool)
  • Trigger the dialog that displays the Tortolodon right when the timer reaches zero (It's the dialog just after "And to go with it...")

Using the timer audio cue helps a lot.


If it still doesn't work, it might actually be a bug, but I doubt it as this part was tested out extensively...

Maybe I just forgot for the small bone audio... I put it kinda low to begin with x)

In deckbuilding games, limitation tends to help yeah.

If you have access to everything right away without any sort of grouping ("hard" grouping forcing you to play cards together, or "soft" grouping which just hints at synergy), it can become overwhelming.

Hi, thanks!

The randomness isn't frame dependant.

Right now, it changes 16 times per seconds, but you also have an auto-correction if you're off by a at most 2 frames so the precision you need to have is 5/16 of a second (so about 0.31 seconds).

Though if you have difficulties, there is an option in the"escape" menu to increase this auto-correction (the "Encounter Assist" option).

You can increase it up to "8" which means you can be up to 8 frames off. This way, you have about a second of leeway (0.5 seconds before and after the correct timing), which should be hopefully enough for everyone.
If you still have difficulties, I would assume you're doing something incorrectly... If you want I can give help if you can provide a video of what you're doing.

Played the game. Fun mechanics, even though I got stuck on the screen with the totem x)

I managed to get on the right arm, but I didn't understand that the "Kleene" was grabable and that I needed the key to reach it. The position of the key to get to the second arm of the totem feels a bit too precise as well.

Anyway, nice little demo

Ok, loved that game.

Positives first : 

  • The controls feels really good. No problems at all to move around, nice coyote time, nice responsiveness.
  • Level design (even if I assume this is more of a test level) is pretty cool. Simple enough , but still with somewhat challenging platforming and small secrets to collect all bones.
  • Like the music, was bobbing my head in rhythm while playing.
  • Animation feels great and polished. Maybe the jump is a bit too "squishy"? It surprised me at first, but you get used to it.
  • Good doggo.

Some small negatives : 

  • I didn't know the control (could have probably checked the game page to be honest) so I discovered the "dash in mid-air" option VERY late. So yeah, know that you can obtain every single bones in your game without that option beside the 2 small bones and 1 big bone which are only accessible by hitting the big red button (maybe my "challenging" platforming wasn't so challenging actually...). So yeah, a control scheme explained somewhere would be nice... I think if it was part of the UI while playing it could be nice.
  • Obviously, a sound effect when collecting bones and big bones would also be really nice, but that's a given.
  • When I was close to the end of the demo, my fingers hurt a bit from maintaining the Right Trigger on my controller, as well as spamming combinations of A+X to move around, or A+B to jump high (XBOX controller). Not sure how to fix that to be honest... Maybe move the "dash in mid-air" to one of the bumpers and add an option to not have to hold the sprint button?

Anyway, got every bones, nice demo, would play again.

(3 edits)

I'll start with the positive.

  • Love the soundtrack, very catchy.
  • Really like the animations and the black and white artstyle. Feels really unique (even if obviously this style of game make you think of Drakest Dungeon)
  • The combat, even if kinda simple for now, works well. Once you understand the different characters, you do make some strategic decisions (like taunting with your armour guy to then apply a defensive buff with the cleric, etc.)

And for some points of improvement

  • I really don't mind the static pose for the animations. The camera movements do the heavy lifting to make it look dynamic and it mostly works great, but you still need to have very cool/impactful frames for the different characters and enemies, and some feel a bit dull. The skeleton for examples kinda look like they are weirdly slashing their sword on you with their unbent arms.
  • I think knowing the max HP and MP of your characters in the UI could be useful. I wasn't sure if I had to heal the fighter girl on my first combat because I didn't remember how many HP she started with.
  • Obviously it's a work in progress, but the game starting with the very unpolished overworld map and weird inventory with the godots icons confused me at first. I struggled a bit to get to the first encounter to then see the main part of the game. Maybe leading with the more polished part (a first combat) and then getting into the less polished stuff (moving around what I assume to be a dungeon) would probably give a better first impression.
(1 edit)

Hi,

I played the game a bit (finished the first 4 fights you can teleport to using the stele).

First of all, thanks for the gamepad support, always appreciated (even if it seems to not work perfectly well in the menus especially to remap the controls, but I didn't encounter any issues during gameplay).

I kinda like that there is abilities you can use in combat. When you're first learning the game, they kinda act as a crutch you can rely on to still have fun and manage to do things.
At the end of the day though, the combat system still seems to be centred around parries and counters, which I think is one of the aspect that lacks a bit of polishing.

I think I managed to do some parries and counter attacks? But to be honest, I couldn't tell. I think there isn't enough visual or audio feedback for when you do those... Or at least, they aren't different enough from regular blocks/attacks.

Like, having some kind of freeze frame, or clear visual cue to tell you "right there, you did a cool move" would be nice.

For example, I knew I attacked into an enemy attack correctly not really because of the audio/visual cue, but because of my "stun" meter reseting, which doesn't really feel as nice as a cool "SWOMP" with a freeze frame x).

Like, weird comparison, but this old Naruto fighting game comes to mind. At 15 seconds, the kind of negative circle appearing when two attacks counter each other was the coolest thing when I was a kid.


Not saying that it needs to be that, but that's the kind of impact that I think could add to your game to make it more obvious when you're doing things correctly, and in the end help you learn.


I will not talk about the jiggle physics and the headpats, but live your dream boss 👍.

Hey,

I've played a bit of the campaign mode, and I have to agree with other comments : this feels really hearthstone-like.

  • The main mechanics are mostly the same (heros, weapons, hero power, mana system with a +1 each turn, taunt, battlecry, etc.)
  • Some cards are carbon copies (3 damage for 2 that freezes, "fireball" 6 damage for 4 mana, a troll looking guy which is a 4/5 for 4 mana, etc.)

Right now, the card game itself seems to not be doing a lot of original things (mind you, I didn't play that much).

Also, some UI elements feels a bit weird. For example, the hero power of your character requires you to hold the mouse click to then select the target. If you just click it (as I did, expecting a "click to activate --> click to select target"), then it default to hitting yourself. I had similar kind of issues with battlecry cards.

I'll also add a small comment on the art which I assume to be AI generated. I understand that the game is in an early development stage and that you can't necessarily get cool looking cards without a huge time or money investment, but I think it does go with the lack of identity the card game currently has. The different cards lack a coherent theme which kinda makes it a bit hard to get attached to the cards you obtain, or to get inspirations for deck building. Having a clear theme for different kinds of archetypes really helps to make a card game more interesting. Even something as simple as visually looking alike could be enough (like, all the blue-looking cards kinda working together for example). I would even say that having less details can make cards easier to identify. You can look at a game like Quantum protocol to see how a very simple art style when it comes to card design goes a long way to make it distinctive and easy to want to build with.

So yeah, the base is here for a card game, and it seems there is enough content currently in the game to play and have fun, but it lacks distinctiveness making it hard to really want to play more.

Kinda, but kinda not that much x)

The real "time to cheat" hint should be the trainer preventing you to get into the beach.

Huh... I'm not sure how you did that...
If that's with a saving glitch then I guess I can't really do anything about it, but if it was through an other mean it probably deserves some fixing x)

As for the "How to encourage the player to do glitches", my current best idea is to replace the game manual with a forum of some sort. Like, you can find posts about how to perform things, but more importantly, you can ask questions to get specific answers.
Like, the first time you fail to get a chromatic Primavolt you unlock the "what is Primavolt offset in the encounter tool?" question or something.

This way, you could still search normally for answer, but you could also be a bit more proactive in getting them.
Also, it would allow me to handle pacing better and introduce mechanics one after the other, instead of the current "50 pages manual to read".


As for the secrets, I'll keep them mostly for myself but know that I got inspired by games like Blue Prince or Animal Well, so some of them are just not told at all xD.

Though I see you managed to get one of the "secret" stamps, which I would count as "hidden content" (as, it's not explicitly told that you can do that, and it is not strictly necessary to beat the game)

(12 edits)

Thanks!

For the Primavolt timing, there is multiple ways to find the correct timing, but the most consistent one is in the "Tips to help with the encounter tool timing" part of the Game Manual.
This tip doesn't require you to know when the battle starts (and when the encounter is decided), but if you want to know it's right when the flashing animation of the battle begins

As for what you can be getting from breaking the game, their is a lot of hidden content currently already implemented. Primavolt is still kind of the early game, just so you finish to understand how to get chromatic creatures. And I definitely plan to add more (for example, with the current game you can use a glitch to get out of the starting house without getting your Tortolodon. For now it does nothing, but I do plan on building upon that idea of roaming around in the game without a valid team, though there definitely are glitches currently in the game that do do something and gives cool rewards)

Finally, for the real life aesthetic, my original goal was to have a hand hovering and touching the different elements where you click, as well as having a kind of "Desk" aesthetic with random furniture you could move around.
Though in the end I didn't go with it yet, as it wasn't the easiest thing to do and didn't add that much to a first demo version. I put priority on the gameplay and game systems.

(1 edit)

Thanks for playing!

For now, their isn't really a clear objective. It's more of a melting pot of the different concepts... Filling the stamp card maybe ? There is also a tough trainer at the end of the current game.

I thought about letting the player play the game normally first, but their was two issues... The first was that I think people wouldn't really want to redo the game they just did with glitches (not an easy transition), and the second was that their isn't any reasons to do glitches anyway if you can beat the game without them. I kinda want cheating to be mandatory (that's why there is no level up system, so you can't just farm your way out of your problems).

Though I do agree that it lacks some incentives right now... The main problem people point out is that the game manual is a big read to ask from the player right away.

If I make this into a full game, I'll probably entirely change the game manual for something more incremental.

Edit: Also, I just watched your video. God, I never really fought against Shroomoth with a low stat Tortolodon, this looks painful xD.
I already nerfed it before this release, but I should probably nerf it even more...