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A member registered May 03, 2018

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This was lots of fun, and very true to the theme: Hades, the original underworld!

There are lots of ways to "solve" each room, but that doesn't detract from the puzzle-rpg cross-over feel.  Along those lines, perhaps there could be an extended-play mode with randomly generated rooms; I suspect you can find the right balance between "can just make a bee-line to the stairs" and "no way to walk into the room without taking damage".

My only complaint was that it was a bit unintuitive how to "aim" things like charge and boulders.  I didn't realize at first that charge actually needs an open space between Heracles and the first monster, nor was it immediately clear that boulders were targeted by clicking one of the four tiles cardinally adjacent to Heracles.  (I at first tried to click the monster I intended to hit instead.)  A visual cue like always highlighting tiles a selected action can affect could help with this.  Also, I found myself clicking an already selected action in attempt to deselect it; that might make sense as an alternative to right-clicking.

I too found the sfx quite pleasant after a few upgrades.  Thought this was a clicker, but turns out it's a synth rhythm game!

This game's concept is a lot of fun.  I could totally see it as a single-player or multi-player-cooperative board game, too!

This is a terrific game!

The encroaching darkness as well as the gradual maxing out your tile upgrades adhere strongly to the theme, but what I really love about this game is the gradual reveal of its depth and the different strategies you might be able to use to win.  Just when you think you've figured out, "OK, so I can also build cities for a research victory," you discover, "whoa, there's a potion factory?"

I got stuck there, too (the crystal in the little square box with one opening), though I think I had gravity pointing to the right, such that I could fall through the opening, but not jump back out.

But man is this game neat.  Nice job figuring out all kinds of things to do with a game element most just think of as a necessary evil: the edge of the screen.

This is just awesome.

I'd love to see a "mate in k" puzzle mode, where the sequence of available cards is fixed and the player must win in k turns.

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I'm enjoying this game so far and look forward to further development.

The difficulty level is about right for casual play and I like the reveal-to-inventory-to-deck mechanic.  There are some balance issues with cards, though nothing game-breaking: both Anticipate++ and Apple++ pale in comparison to simple (and common) Green Tea, etc.

One thing that's really throwing me though is that cards are drawn with replacement, meaning that my hand sometimes fills up with cards that are difficult to play—in particular things like Slam in the Barbarian deck, which can easily get you killed.  If cards were instead drawn without replacement, I could at least rest assured that, e.g., both of my Slam cards are already in my hand and I won't see any more.

Edit: Corrected card name from Bash to Slam; guess I'd confused it with another game.  Same idea, though.

This game has a nice relaxing vibe.

I like how the "level complete" graphic is a nice filled-in town, even in the difficulty selection screen.  I was a bit saddened, however, to notice that the towns shown weren't the ones I built, but instead default solutions.

It was often pretty easy to exceed happiness requirements, which suggests the possibility for town scores, e.g. 1 "star" for meeting the requirement, 2 for exceeding it, and 3 for finding the maximum happiness arrangement.

Other than that, I'd love to see some more complexity in building arrangements.  For instance, shops and factories could have to be within a certain distance of power plants, or too many factories in one spot could reduce happiness (pollution!), etc.

Keep up the good work.  This was a great first submission.

I greatly enjoyed this game.

The worlds-within-worlds mechanic is masterfully applied to every aspect of game play: Your inventory is your world; Creatures attack you by entering your world; You can recover stolen food by entering their world after they get bored of yours and leave; You can even kill creatures by stealing all of their food.  The opening quote aptly sets the theme.

The command interface (key + direction) gives the game a traditional rogue-like feel, though thankfully without as much of a learning curve.  I miss the ability to idle, though it's usually possible to 'b'ash or 'e'ject something to similar effect.  The absence of (direct) inventory management is also a bit of a challenge, though curiously fitting given the inability to enter your own world.

Beyond that, the game has a surprising attention to detail: Different terrains pertaining to each type of creature; Creatures with different food preferences; Rams bash!; Elephants trample!; Spiders cast webs!; Slime molds eat everything!

This game is pretty neat; I'd love to see some further development.

I was thrown at first because (at least the first time I launched the game in browser), my starting characters couldn't interact with anything (gems, mates, even spikes, etc.), and so they'd all just die of old age.  After a relaunching the issue seemed to be resolved.

While it's a style choice, I think it would be kind of nice to implement HP rather than sudden death upon encountering something dangerous.  You already even have the necessary mechanic: just dock a few years from the critter's remaining lifespan.  That way the player can learn to stay out of water, etc., without as much an interruption to play.

Also, pressing 'x' once for suicide is pretty easy to hit on accident.  It would be nice if there was a confirmation.

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I've observed two other bugs:

One, in the souvenir selection screen, if you click a souvenir (bringing up the confirmation button) but then click Restart, the active souvenirs are cleared as normal but the confirmation button remains and works.  As such, once you have access to 3 souvenirs, it is possible to repeat the above process to activate souvenirs as far right as you want, skipping the ones on the left.

Second, somehow defeating one cerberus head and letting it respawn removed the stairs, which were in the same row.  Also, while I'm not sure if it's related or indeed a bug, using a mirror card on cerberus heads reflected damage to other monsters.  Edit: Refreshing did not bring the stairs back, so I had to abandon the game.

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This game is just lovely!

I managed to trigger a hang (in the Flash version at least) by dying to a trap after playing a card that permits me to take another action (in this case, a sword with another sword in my hand).  It looks like it's waiting for me to play the other sword or end my turn, but I'm dead so I can't.

Edit: Given that the game is (often) deterministic, especially considering how much damage you will take after a given action (e.g. because monsters will get a turn or a bomb/trap will hit you), it might be nice to indicate somehow that taking a certain action will result in your death.  For instance, when targeting the effect of a card, it could highlight the target in red or show some tooltip text warning you that such an action would be your last.

To me, this is like the concept of check in chess.  There, players aren't even allowed to take an action that would result in immediate game loss, though in this game, actions resulting in death can still make sense if, e.g., you get a souvenir or a few stars to count towards a gift.

Granted, it may be very tricky to even determine if an action will result in death in certain circumstances.  For instance, defeating enough monsters to reach the next power-up might let you increase (and refill) your will, but could also easily give you power-up options that aren't able to save you from the immediately following attacks.

Very much enjoying the game, but I seem to have triggered a bug: I lost the ability to interact with people after the gypsum quest, though I could still interact with buildings.  It made it impossible to progress.

Also, the robot graphic would frequently become misaligned with its actual location, sometimes by more than entire cell.  This seemed to have something to do with drill upgrades and mining long channels.

The connection goes in the other direction.  Take a close look at the computer's keyboard, and you'll notice the symbols are more familiar than they might at first seem.  Then try to read the symbols on the engine.

I suspect the message on the pole to the far right of the map has something to do with solving the computer, but it's not actually possible to enter it in verbatim (it's both too long and contains a symbol not on the keyboard).

Click on the monster icon in the wilderness.  This will cause a dagger command to appear above the shaman and selection boxes to appear around each tribesman.  Click on several tribesmen to form a hunting party, and then click on the dagger to send them to fight.

This game is astonishingly awesome!  Once one figures out a few preliminaries, gameplay is intuitive and yet difficult to master.

Some development observations, if you're still interested:

  • I second (third?) the requests to be able to destroy and/or move objects created by the player.  In particular, I find it frustrating when I do my best to position a slipgate or other space station only to find out an intended slipway to it just nicks a planet or barely fails to reach.  Building a slipway simultaneously when placing a space station (e.g. by clicking the space station button and then clicking and dragging from a planet) would resolve some of this.
  • I've also run into the problem (faced by others here) where large networks of slipgates fail to work as expected.  As noted, resources are distributed over networks according to the sequence of slipway creation, and as a result, the first planets and stations connected to the network tend to be oversupplied while everything else is starved.  This might be fixed if planets stopped accepting new resources once they've reached "rich", though I suspect resource allocation may need to be more subtle than that.  It might also help to prioritize more recently added slipways, but keep existing resource allocations in place.  An alternative is to limit the viability of slipgate network creation, e.g. by limiting the maximum network size to 2 or 3 slipgates, etc.
  • Another related issue I've spotted is that sometimes when connecting two planets such that the first needs X to produce more Y and the second needs Y to produce more X, neither sees an increase in production.  This only occurs when the planets are already connected to other slipways consuming their existing production.  Having connected the planets to each other first avoids the paradox.  Otherwise, such a system needs to be kickstarted (i.e. one of the planets needs to get resources from somewhere else) before it can work as expected (and even then, any slipgate networks they're connected to must not have dibs on their additional output).
  • Some techs increase the output of existing colonies, which may be immediately useful to their existing slipway connections, but the available resources are not properly displayed as being consumed until the next month.
  • Lastly, building a station at the extreme right edge of the map can result in its menu always being rendered off the edge of the screen.  This could be fixed if stations were restricted to being built within the same bounds as planets can occur, or if menus always rendered on screen (nudging to left, etc., as needed).

Thanks again for making such a great game.  I can't wait to see the PC version.  Please support Linux if you can, but I understand if that's infeasible.