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Static Conection Studios

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A member registered Mar 01, 2021 · View creator page →

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WIth two cardslingers and full backup bodybuilder and especially marathon runner managed to pop off a bit. Still ended up losing the gulch thou because I assumed troops would ented from the support from left to right, not right to left

Yeah, having some Vermints in backup made the Mage work out super well. Even the might cards feel like they could'v come in clutch in certain situations (thou that didn't actually happen)

Really good and creative game. Big fan of the unique combat mechanics and jobs system.

Cati (catsuses?) seem very strong, and both of it's upgrades too. 

Gym rats and their upgrades felt a bit weak. Too risky, having a large chance of growing weaker over time, same for bodybuilder (wich I ended up not risking). Marathon runner felt more guaranteed, but didn't quite pull it's own weight

Magician was a tad hard to use, but very useful. Very thematic. Cardslinger had a lot of utility too, but Mage felt a bit weak. It seems that in order to compensate for it's insane power to cause damage before the battle starts, it's plagued with inconsistency, causing no damage during the actual battle and having two bad cards. Might have been better if I had stacked more Varmints to mitigate that, but my Mae run didn't get to last that long. Feel like giving it another try thou

Farmer was nice, but it's uprades steal the show. Corn cob was funny and unique, but ultimately hard to make use of. Chef was very strong if you managed to make on early, but multiple don't stack very well (they start buff each other) and it can be risky to use too many ribbons at the start on a lizard that won't help in the front lines, so it felt balanced

Medic felt bad when I was trying to use it with regular cactus cause it's overshadowed by crested, but it worked wonders with metal catcti. Chemist felt too risky so I ended up didn't trying it

A few wiggles with getting to activate the Crested party buff and the mercenary attack buff, but just cause this is the demo

What was a tad furtrating overall was how, depending on your strategy, certain guys could be useless, not being able to be upgraded into a tree you can make use of. Wasn't that bad since you could always just get a few more till you got what you wanted, and some trees are usefull even "off combo", but with more jobs and tress, that could become more annoying (unless the point is to force people to find a way to make use of all their troops, even the ones that don't directly combo, since this would only really start turning into a problem once you started getting close to the maximum amount of troops possible, wich I didn't, not even in the hardest dificuty)

Other than that, archers could be slightly confusing, and how a few skills ineract, as well as the mechanics protecting against stalemates, weren't very clear until I experienced them. Might be a me thing, but I would love more detailed explanations of those (as well as exlicit mention of things like how every number is rounded down) in some sort of in-game guide

Overall a pretty incredible and unique game, already wishlised!

I think the problem is with trying to post images with ctr C + ctr V, try saving the image to your machine and uploading it

Also you are the scoundrel behind all those busted strategies on the PvP!

Also, after getting the moneybags upgrade that makes rerolls free I seemed to keep it on subsequent runs

Very engaging game. However, I accidentally came across this:

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Very nice game, very creative with the mechanic that units are returned to how they were at end of preparations. Had more than one "aha!" moment thanks to that. Hope to see this game continue to be developed more in the future!

That said, not all indulgences or items felt equal, and I'm nut sure that was intended. Specifically, the items that gave a flat bonus at the start of combat for creatures in the same row felt very weak, and keys very situational. The jester hat was situationaly very useful, same thing for the pickaxe and poison, and the magical book had a fun minigame in trying to keep your unit alive so you could prock it more than once, but ultimately did not scale well. The items that change the way your unit targets others I couldn't quite figure out a way to make use of.

The indulgences that give a one-time bonus or +1 atriute to a random follower felt very weak when compared to the ones that grant +2/+2 to a creature in a specific spot, same thing for the one that buffs creatures without powers, since as far as I can tell you can only reliably get one of those, namely the fish, and it wasn't particularly impressive. Indugences that buff creatures on level up felt a bit better, but still sinificantly far behind the ones uaranteed a bonus every turn. The ones to buff summons also didn't feel significant, since summons tend to be weak, and so +1 health isn't onna save them

Also was a tad surprized that the underestimated doesn't start summining creatures of higher levels once you level it up. Could be intentional to keep it an early unit or as an aternative hermit that creates more, but worst, bodies and in vertical positions relative to itself, but made it so our blind friend did not scale as well into the late game as I hoped

Was able to win despite that thanks to stacking buffs on a brawler thou. Two indulgences that give +2/+2 to the creature at the center plus stacking one of those nurse ladies that permanently increases health onto him, as well as managing a couple of other upgraded creatures for support

I did come across a glitch thou:

My game froze after this. In case the screensht isn't clear, the madam lady dying activated the underesmated's ability, wich in turn summoned another underestimated, causing the original to level up and recieve a +2 from one of my 'relics'

I think it was the blond lady attacking, but now I'm not sure

Was playing on Google Chrome, on Windows

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Incredibly cool concept, very well excecuted, my only feedback is that the game could stand to be longer and more complex. Right now, it didn't take long to slay the dragon

Another win! I still feel like the way summons can rush things might be a little busted thou

Can't remember the last time I won "clean". Feels good

I do feel like spawns doing damage might alow you to "rush" too much thou. On practice they just do more damage than other troops if they get throught. That both allows you to do a lot more damage, but it means you can die easly against certain troops

I keep coming back, but I really wish there were audio options

Was able to consistently reach the king, but allways feil to kill him. An excalibur with 42 attack did the job

Neat concept

Nice game, but I think second chance might not be working and I'm not shure it's possible to win on normal

Hello

I am very intrested in this Jam and already have an idea for a game. Thing is, it would be a remake of a game I already made, ported over to the new version of Godot and with (hopefully) several improvments

Is that alowed? I plan on rewriting the code from the ground up, but I would reutilise art, possibly writing and code it based on the already existing game

Hello, creator here. Thank you so much for playing the game, I'm glad you like it

About your sugestion to have skill icons, that was the original plan but we had to cut some corners to have a playable version ready for the Jam. I created the manual in order to help with the missing clarity but it's now clear to me this information avaliable in-game too

It seems that the period for rating has been extend, exactly how long will it last? Is the current Itch.io timer acurate?

Allright

Got it

It was originaly a web game, should I run the original on the page or can I run the updated version and have the original avaliable for download?

This has been a great experience and I'm happy with the progress I've made, but my seven days are over and the game is sadly unplayable. There are some bugs with the victory and defeat conditions I would need to iron out

Would it be okay to take an extra day or two to finish the game and then publish it as "incomplete"? I know I failed the challenge but the game is very near completion and it would be a shame  not to be able to show it

The game is also severely lacking in content, it has support for a procedurally generated map but only three locations, for example. I would like to add more content but I feel like that's most likely going too far

Got it. Thank you

The link to the article on pointers to succeed at the challenge seems to not be working

I see. Thank you for the reply

Another quick question, obviously the point of the challenge is to try and code the game in a limited time, but would it be allright to brainstorm, make design decisions or start to make art for the game beforehand?

Thou I'm not shure I'll be able to participate due to time constraints, this Jam got me very intriegued, especificaly because the board game Eldrich Horror would count as a rouguelike

There's no "realoading a save" on board games, it's very character centric, the Mysteries and rumours you have to solve are picked ramdomly from a pool, it's turn-based and has clear runs

It's not a perfect example or course, it's possible for a single person to control multiple characters for once, and you simply pick a new one after you die (thou Doom advances and you have to waste significant time getting your items back, if you can get them back at all). Plus the game is usualy played on a single (long) sitting, so permanent consequences might not be as impactfull

If I were to develop a game to the molds of Eldritch horror, possibly mitigating or removing the elements mentioned in the prior pharagaph, would it be submitable to the Jam?

😎


(Strategy mode)

Really solid, good job

Only thing I would suggest was for the level of the obstacles to be more clearly displayed, but apart from that this is great

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Simple, but well-made game

A few possible bugs, however. Rather than reflecting on the player, the ball simply goes back the way it came, wich is rather unintuitive and might not be intentional. It's also possible to get the ball stuck isnside the player if you hit it from the side and the ball can kill blocks as they spawn during level changes

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Coming back, this is a really nice game. Would benefit a lot from an in-game enciclopedia and a quick restart button thou

>Amoguses

The correct colective is "amogusai"

Wave 75 😎

(I can't belive I got this invested in an amogus TD game. Also heads up they start going apeshit in later stages, go faster than tower bullets I think)

Muito obrigado pelo feedback, se você gostou da ideia fica ligado que depois da Jam vem um update pra aumentar a clareza do jogo

Muito obrigado pelo feedback

Realmente um tutorial ficou faltando, priorizei terminar as mecânicas e acabou não dando tempo de colocar tudo que eu planejava

Assim que acabar a Jam planejo lançar um update pra aumentar a clareza do jogo, incluindo explicações de todas as mecânicas, barras de vida pros inimigos, etc.

Entendi, obrigado 

Boa tarde

O desenvolvimento de meu jogo está indo bem, mas estou tendo problemas em conseguir toda a arte que vou precisar. O artista com o qual entrei em contato tendo tempo limitado

Pensei então se seria possível usar "stock" assets disponíveis gratuitamente na internet ou se constituiria em violação das regras

Penso em usar apenas pixel art simples disponível gratuitamente, nada complexo ou paga

Seria possível dentro das regras?

Fun idea and well executed, but the game is rather short

Nice idea, but the differences within the classes weren't very clear and it's a bit frustrating how there is (aparently) no way to prevent damage from posoning

Other than that good game

I think it should be fine for it to stay (if you think it's balanced) but then it might be better to clarify that on th samuray's skill

It could even be intresting to have different levels of the Samurai ineract with this differently, as in higher levels execute no matter what for example

I just encountered what might be a bug, but I'm not even cerain

What I think was a Samurai failed to execute my fron creature, instead only dealing a lot of damage

The creature was a level 3 Druid (the one that buffs by +5/+5 when damaged) and had been buffed both by itself and by shop effects ( creatures that buff when brought and sold). As a result the druid had over 70 hp

Don't think it affected the result of the fight thou, so no need to worry about that

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Really cool game, very well done