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Robin Toller Hovler

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A member registered Nov 14, 2019 · View creator page →

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Thank you! :D 

Good work! :D Thanks for playing!

Thanks!

Thank you!

Thank you! :D

Thank you very much! :D 

All good thoughts, thank you very much!

Thanks for playing! Yeah, I noticed that bug a bit too late. Will be fixed. Sorry your sci-fi didn't fly. ;)

Thank you very much! <3 :D 

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Got it to a point where my pacmans were just sweeping levels in a second, and then the game crashed, haha! :D 

I'm very easily addicted to idle-games, so this one I liked, but it sadly feels a bit unfinished. The lack of sound as an example. Also, I have no idea what the sniper towers where supposed to do? :o

But you have a nice frame here that you could extend and polish! Good submission! ^^

Cool idea, it was satisfying to see the share-tree, very cool mechanic! It was really nice! To bad the browser behaved like I was trying to summon a demon from a dark place when reaching around 600-700 shares. Haha! 😂 Still, I won the game at 20 days, and continued from then on until I had maxed out my stats. It was around day 25 perhaps. :)

It took me some time to understand the mechanics and colors in the share-tree, but I think I got it! I didn't quite understand the effect of all the stats on the memes though, and always picked the one with high virality... :o Since you didn't lose anything and gained fans to level up with, there was no risk, I believe.

The leveling system was also very intuitive! And the use of the theme was very well fitted. 👌🏻

Oooh! Right, that makes sense! Not a bug then! ;D Thank you, will test it!

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This is the most polished and replayable game I've seen in a jam, I absolutely love it! I have been returning to it over and over again the last few days. The presentation is gorgeous with lots of details. The slight pitch-variations in the music just adds so much! The UI is not missing anything, and even includes details that you'd expect to be overlooked in a jam-project. (Like the effects display when hovering a card, where every effect that includes the card somehow is displayed, not only the card per say you selected in your destiny).

The difficulty curve is great. In the beginning, you get a bit overwhelmed by the destinies effects and it's difficult to keep up and develop good tactics, but when you've spent some time with it and begin to learn the names and what they actually do, it becomes really addictive. The way you display it on the UI and the ease of going through them again is 10+. The voice-over is perfect. The clichés title and effects are very well combined and make a lot of sense.

One reason that I didn't comment this game sooner is simply that I hadn't really found something to "include for constructive criticism" and I've had to really game it out to find anything. But after some time, I did find a few things I "don't like":

To begin with, the only bug I've found was the effect that would fill surrounding tiles with "Tower" when playing "Temperance". There would never spawn any Tower cards. I've only had this destiny in one playthrough so I've not been able to replicate it, perhaps it was just something in that perticular game?

What I'd wish for the most would be -some- base score for effects. Like there is a destiny that increases your score when a card transforms, but I feel there would be better if the score was there from the start, and that there was a destiny to increase it further or something. As it is now, it feels great when you have a magician transforming whole columns and starting a chain reaction transforming the columns, cards around, and they in turn transform their own columns and neighbours. The camera shakes a lot, lightning flashes all around, music pitch increases aaaaand, gained score after this 20 second fireworks: 0. And it's a bit unsatisfying in a game like this. :(

But all in all, full score in all categories, well done!

I'll be back to check it out! :D <3

Omg the art is fabulous! <3 And the mechanics are really innovative, to bad there wasn't more audio feedback - but the look of this is gorgeous! Well done

I like mazes! :D And I'd tried to draw the map on paper as I was progressing but I may be doing something wrong, I never found anything but empty rooms., and eventually I always got teleported back :( Honestly, the one major thing that kept me from trying was the movement. I don't think the physics-like force movement is very applicable on this type of game, and since movement was stopped between rooms, every room felt a bit slow-started and it broke the flow as soon as a room was entered. I'd say that making the movement more responsive and fast would add extremely much value to this game! :)

I liked the audio, it was cozy and it felt like all audio-things fitted together neatly. :)

Fun minigames, very good cliché's. :D

I didn't feel like there was much inovation and graphics-wise I always feel a bit uninspired by simple-geometry games - but the gameplay mechanics were really fun and interesting, and the feel of the gameplay is simply perfect! I love the feedback and the difficulty-curve, which is perfectly balanced and I never got surprised when hitting enemies or loosing life. That was so well done! Perfectly polished and a really great entry!

I couldn't really find the theme in more than the actual name of the game though. ^^

The upgrade system was also extremely fun, and made the game replayable over and over. I love how you're introducing the perfect amount of complexibility without the player having to stop and remember a lot of specifics of all the enemies and such. Great work! :)

To begin with, I am so madly in love with the music, most of all the spring music, it's simply stunning. First playthrough I was just listening really.

The whole game is stunning, really. What an amazing work you've done! I spent a long long time playing this game and I really wanted to win it, but well, as I believe you might've guessed, RNG got me good! ;D I loved the puzzle aspect, and it was really fun to learn what to place where and when, balancing bonuses and planning ahead, but sadly it seemed that in the end, it didn't really matter that much. The only tactic I could find that would get me close to winning almost every time (close, but never made it) was to ignore everything except harvest times. Like just discarding the stuff that would stay in play a long time and just focus on getting the cards out to increase my chances of getting the cards I needed. Even so, many times I didn't see the card I'd need even once during the whole playthough.  

I don't agree with some comments I've seen and heard that the game should be infinite. It would be a shame to change the whole concept when you've got an actual working game here, where the only real issue is the unfairness of the RNG. What I'd like to see would be somewhere along the lines of either give the player the ability to buy cards they'd need from the shops and/or simply play around a bit with the limit of how many cards can be discarded. Perhaps giving players the ability to discard more than one card during a turn would be enough? Even though It's "impossible" now doesn't mean it'd be better if you'd always be able to win either, but I'd like to feel that the more I play, the better I get by learning the mechanics and planning ahead, but I never felt that way here. I was getting better, but didn't get closer to beating the game.

The most "immersive breaking" feature was not the RNG though, but the notifications. Haha, on occasion I sold stocks of like 100 items, but since the notifications needed to run before I could advance, the turn I just had to leave the computer and make coffee. ;D

Apart from that, it's insane how perfect anything else is. Perhaps that's why I am extra sad that it would fall on the unfairness, when everything else was just as perfect as it could be. Can't even really, in the end, remove any points for the RNG-stuff, because that would be as unfair to the rest of the game as the RNG was to the players. It I could give you 6 stars in each category, I would. But you'll have to do with 5. :) 

Thanks for making this game <3

Hey, thanks for playing! :D Yes, in hindsight, perhaps money earned should be saved or something. The fact that you may need to spend the last two years just caching in and not starting movies was not intentional. Haha! We thank you a lot for your kind words! :D 

Thanks for playing! It's actually not very random at all, but we failed to explain the mechanics good enough. :<

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Thanks!

So glad to hear it! :D 

Haha, thank you very much! :D ❤️

Thank you! 

Thanks for playing. :)

Perhaps we'll get there down the road. :D  Thank you!

Thank you! :D :D :D 

Cool mechanics! Fun speed-run game. :)

Thank you for playing, and good job, you could buy a lot of lottery tickets for that money! :)

You're right, this is not intended. It should absolutely be the typewriter font. Or... any font except the unity-default, I guess. ;) 

Thank you for playing! Yes, there absolutely could've been better tutorials to get you going through the first few projects! 

So glad to hear it! Thank you! :D

Thank you for playing! Yes, Game Dev Tycoon was a huge inspiration for this project. :) I agree with your feedback, fell into the trap of "forgetting good tutorials" again. ;)

Thanks for playing!

Thanks for playing! Yes, the actors may or may not be especially suitable for a specific genre. This is displayed when hovering over their portrait on the notice-board. They need to have tried a genre to display it though. It's a mechanic we didn't manage to make obvious in time. ^^

Thank you!

Thank you for playing!

Thank you! :D Aw, yes, they are not easily satisfied. x)

Good call. ;) Too bad Penelope draged the movie down!

Thanks for playing! :)