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Sisyphean Games

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A member registered Oct 23, 2018 · View creator page →

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Some very nicely designed puzzles!

Well done!

A unique take on the theme! The questions were quite good too, if occasionally a little difficult 

Great work!

Nice game! I only made it to level 20 but not bad for a first try I think. I wasn't sold on the controls at first but I got the hang of it after a few levels.

The mechanic that there is a penalty for using a piece multiple times in a row is great. Forces the player to think about not just how to get the king but how to alternate piece use at the same time!

Barely managed to eek out a win at the end. The asteroid was so close but once I got the drill leveled up it was flying down the bar. Pretty fun overall. 

Would be nice to have a button to upgrade all buildings of the same type at once, or a hotkey to level on click just to make that a bit faster. Luckily it doesn't get too crazy with the number of buildings so it is still manageable.

Really great presentation! From the art-style to the UI the the sounds effects it was all stellar.

Great work!

Pretty fun game even without everything working. Scope can be one of the harder things to figure out for game jams imo but it gets easier the more jams you do.

Nice game!

Tough start but a fun concept to adjust the tower cool-down to power them up or down!

Very fun challenge. The combination of the timer countdown and also the health of each hand is an engaging little puzzle to figure out on the fly. The different gloves are great too. You have to combine them carefully to have an effective build. Great job! 

Neat game. Having the tooltips showing over the different sections was a good bit of ui/ux. Made it easier to figure stuff out and get things moving. All kinds of stuff you could do to take the game further too. A second battery, extra systems to juggle, etc.

Thanks! Glad you enjoyed it!

Thanks! It was our intention for the game to introduce mechanics and build up to harder levels. So I really appreciate you letting us know that it worked out.

Thanks for playing!

Glad you enjoyed it!

The game is partially inspired by the chess variant called Kung Fu Chess. So if you liked this game you might like that also

Thanks for playing!

I'm glad you enjoyed it!

I'm happy to hear the game stayed chill, it was a bit of a balancing act between feeling too slow or to hectic. 

Thanks for playing!

Thanks!

Good eye, the game was partially inspired by the chess variant called Kung Fu Chess.

Thanks!

Haha yes, I forgot we never actually put names of ships in the game. We have names we called them in development. The small one sail ship is a bireme, the next one with two sails is a trireme, and your favorite that moves like a knight is a galley!

Thanks! :D Glad you enjoyed it!

Auto win after destroying all ship is a good QoL idea, thanks!

Thanks for playing!

Good note, feedback from interactions is super important. Any in particular we missed? This might be a project we continue so we appreciate the feedback

Thanks for playing!

It was partially inspired by the chess variant called Kung Fu Chess. 

Glad you liked it!

Interesting game. It's nice that dying lets you pick new perks but I think it could have been better if it also gave higher level ones than the last time or that you got more slots as you died more.

Phew, that was tough. Just barely managed it on my second attempt. The ticking sound is perfect for really ramping up the tension when the clock starts getting close to midnight. 

Fun idea! The asymmetry between dice that can move move around the board freely yet have a limited life, against the chess pieces with their set moves but no countdown, makes for a for game

Great art! I would have liked a few simple puzzles just to introduce mechanics before building up to the more complicated puzzles. Great sound effects too!

Really neat take on counting down without numbers! Genuinely stands out from the other jam games I've played so far. The voice recording was quite fun! Great work!

Loved the innovative sword of Damocles health bar. Super solid game, congrats! 

Thanks for playing!

Very cute! 

The isometric perspective sometimes made the maze a bit  hard to see.

Made it to level 9!
 

I got a goal!

The UI feels a little jank with selecting players as the get closer to the goal, but I still managed to score :D

Really captures that end of game countdown feeling!

My first play through I focused only on getting money and power and ended at 1940. Then I tried to see how late I could last and made it all the way to 2060

Fun meditation on the pros and cons of technological progress

Cute! my little island turned out quite nice 

thanks for playing! :D

Sorry that we didn't manage to make it clearer. You need to capture all temples on a map to win. Temples are captured by having a ship within 1 tile of the temple and it will show progress filling up until you capture it.

Glad you enjoyed it! I'd like to make an expanded version at some point as well but not sure when that will be. 

Yeah, my plan is to allow toggling a lock on the tile when right clicking it. Probably show some chains over the tile and prevent left clicking so no accidentally exploring it. 

Thanks for the report. I'll take a look at these and get them fixed up. 

Sure, sounds like a good change. I'll work on adding it in.

Hey, sorry about that I'll see if I can find a way to make it clearer.

Storage is the capacity to save production for future turns. For example, if you have 3 storage you can save 3 production for the next turn. If you have no storage then any leftover production is lost.

It is best used for gathering enough production for higher tier buildings or even wonders as you can combine part of one turn's production with the next turn's. 

Lol oops. No the harvest drone should not be taking those. I'll get it fixed. Thanks for reporting it. 

Thanks! If you enjoyed the game but want more I'm working on a successor called Cardalaxy that is also available here on itch. Feel free to check it out.

(1 edit)

It's from the interaction with the planet effect. The code runs when the card is discarded from the hand at the end of the turn, so with it not getting discarded it isn't counting as reserved. I will have to update that.

As for a debug mode, I do already have a hidden dev control system in. If you hit Alt + ` it toggles its visibility on or off. There are some buttons for free production and one for resources I believe.

Edit 5/4:
Looks like I actually did account for cards remaining in hard to trigger the effects. I just forgot to hook up part of the code so while the stored value increased it was never displayed and never actually applied when the planet was played.