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superjoe224

11
Posts
7
Following
A member registered Jul 17, 2018 · View creator page →

Recent community posts

I saw the option to buy Top and HAD to... Great game, even if I have less than no idea what I was doing!

Absolutely love this, feels great, looks great!

Curious about the design decision behind the spikes on the first level that cycle in real time, unlike the rest of the game that moves-when-you-move?

Personally I like it, gives something that would otherwise be very straightforward a new edge, because by rushing across spikes you can cause the monsters to close in faster than you intend.

I also checked out your other game, Drowned Catacombs, it looks like you all have been learning and improving! Keep it up!!

I've played a few other games that have similar gameplay, they are most all like this. Something in storage won't trigger, so you need to plan ahead and move it to your main play area, which IMO is fine. Maybe just a little note on the storage, or even on the item's description tag would work!

Have you had a chance to apply any bugfixes? The demo was interesting, it was just kinda frustrating more than anything with the bugs. Curious to see if theres been any development!

I dislike the use of AI, but it does look nice overall, but if an AI wrote the code, drew the graphics, and composed the sounds, what was actually done by you? The description also reads (heavily) like an AI wrote it.

Almost looks like it wasn't even play tested because during gameplay the PLAY button is low enough that when I hover over to click it the cards do their zoom animation, blocking the play button.

Luckily I can just hit enter to play my cards, unluckily my random team I fought was a legendary fire/ice duo that kept debuffing my scores.

Teto, Miku, and the yellow one! LET'S GOOO

This is really nice! Very chunky characters, very cute! I read your devblog and think that it has very clearly conveyed itself into this proof-of-concept.

If you're still working on this, maybe adding the unit's unique abilities would be next? Although it might be easier to implement the economy and building units with bases. I don't remember if in wargroove there was the ability to combine damaged units, but I know it was in Advance Wars.

All in all, it feels great! The animations look smooth and it plays really well.

I really like this! Looks like the 0 turns bug might have to do with the mage's fireball, possibly setting the integer to lower than 0 and the game not noticing that it should let the enemies move?

It's adorable, cute lil dudes!

I think having a little downtime after the bosses would be enough to roll around and see what was dropped, and determine whether or not I want to swap parts. Maybe make the player move back to the start location and interact before the next wave.

I would also like to have a way to see what parts I have so I can compare them to the new parts.

I will be following the development of this game for sure!

Satisfying! My only complaint is once I bought everything and unlocked the secret mode for the shop, I ended up swapping parts for more expensive parts and was unable to build.

Please add the costs of the pieces!

I find irony in the fact that the game about the "Fire Neko" doesn't play on "Fire Fox"