haven't tried wine directly but am running it via the itch app on mint and it works just fine
tevvven
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Very creative entry. I love the inclusion of modern societal/political themes in the form of a Plague Inc. style simulation/idle game and the way you pulled it off.
I wish I could've played for longer but after a couple mintues of playing I was starting to experience lag spikes at regular intervals. I'm guessing this was due to the math involved with all the simulation going on in the background as increasing the time-scale would increase the lag.
Also the gameplay loop might need a little tweaking as it seems to currently rely on me constantly buying cores in order to scam as many people as possible in rich countries in order to bribe politicians in poorer countries to boost my infection counter. And having to go into the menu to buy a new core every time gets a little tedious after a while. But maybe there were other gameplay elements I haven't considered yet, not sure.
Nevertheless a really solid entry!
Really solid entry! I wished there were a bit more levels at the end as most of them felt more like a tutorial (which is still a great addition on its own to slowly lead players into how the game works) than actually brainbusting puzzles. That is except for the last one that I couldn't fully master xD. Is it possible to beat in under seven days?
Hey, thanks for the review! Performance should be fine as the tree unloads the regions that the player isn't currently inside of. I did tweak controls a lot throughout development but didn't land at any conclusive point where I was fully satisfied with how they felt. Can you maybe tell what in particular felt hard to predict about controls?
https://emrane.itch.io/roach-reaper
I'd love to hear your opinion on my arena fps. I didn't end up including everything I wanted in time but am quite happy with the result overall.
Will give Chrysalis a try!
I liked it overall. Shooting was a bit difficult as the aim was slightly off-center and the crosshair was blocking the vision a bit too. The variety in environments was quite nice, as was the bossfight. A pause menu as well as adjustable window size would've been nice as I wasn't able to change my settings mid-game.
Games that put a focus on studying its contents to thrive in it, be it roguelikes, soulslikes or any other genre have always felt especially rewarding to me, so I really enjoyed this entry for its focus on studying the fight as you mentioned in the game description, I think you pulled it off nicely. Art and audio compliment the gameplay well too.
I enjoyed the king's intermissions. The levels seem pretty easy when only the symmetrical blocks are stacked in the middle and the asymmetric ones put to the side. Doesn't seem to be playable beyond 12 meters though due to screen limitations. But the controls feel nice and it's certainly a foundation that can be built upon with more features as you've already mentioned on the game page.
Hey, thanks for the critique!
I can see where you're coming from in regards to the gameplay. While I designed every level to be passable specifically with no pixel-perfect aiming required (certain edge-cases may lead to unintended rogue solutions), most of the last portion of levels I intentionally made more difficult as a challenge which may not be to everyone's liking xD



