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THE B345T

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A member registered Jun 20, 2022 · View creator page →

Creator of

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Thank you so much 😊

Yes i think with a limited run duration and the unlockable units you have some great incentive for players to play multiple runs and to experiment. The runs could also unlock difficulty levels for each time the player wins (like the difficulty in balatro).

Also I thought about the Infos you can buy about the units. In my first playthrough I bought them because I did not know about the units but it did not seem useful the second time.

Maybe they should also give you a bonus on the sale price or maybe let you see the condition of the items before you buy them etc. i feel like currently they are not interesting once you know the game a bit. This would make the game even more difficult as a new player because you need to buy them.

The idea of the info being an item you buy is interesting though and it feels nice to have the tutorial be part of the game somehow.

Again i think you have a cool and interesting concept here. Just keep improving the design and it will be great. 😊

Hi :) I just played it again and it is still way too easy imo. I had my build fully done by about day 10 and I never had any problem to win a fight. I played again util day 15 and even though it felt like the fights were a bit tougher it still was not enough to make me loose a fight.

I think boss levels would be a nice idea. They should be a lot more challenging. In general I think the pacing for the difficulty in general should be faster. If the player can “finish” a full build in about 10 days then this should be the final level of the run and it should get more difficult quickly. Maybe day 10 is a boss level and after beating it the player unlocks a new class/faction for the next run.

With this you can make sure that new players understand the concept and do not get overwhelmed by too many different units. also experienced players will have access to more units and cool combos.

IMO playing after the build is finished feels boring. The fun part is assembling the team and trying to find the pieces you are missing in the listings. Once you have that there is nothing to do really. So I would make it so that it ends after this.

Also I now played with a mouse and the scroll speed in the listings panel was way too slow.

Here is my build: image.png

About the goal: I think there are already good games out there that show you how this could work. For example in many autobattlers you have async multiplayer with a leveling/ranking system. So you play until you either get 10 wins or loose all your lifes. then you either rank up or down and get more difficult or easier oponents in the next run. I think this sort of dynamic difficulty could also work without the async multiplayer. You just make the oponents stronger for better ranks and weaker in the lower ones.

For the Fight listings I am not so sure. One Idea I have would be to add a time limit to the fight so that you need to finish them off quickly. This seems like an interesting challenge as it might be difficult to guess beforehand if you can win. Also it might just cost something to do the fight. The fights could also be much more difficult to just make it harder to win them. This would be kind of like the mechanic of “mini-bosses” in a lot of roguelike games. They are high-risk high-reward. If you loose the fight It should have a negative consequence like maybe loosing one of your teammembers.

The idea of having many units is great. I would wait with adding them however. I feel like the current units are already interesting and allow for some interesting strategies. I would first concentrate on fixing the issues and only then add more content.

Again I think you should keep working on this. I like it a lot. :)

This is awesome. I never really played the “original” dress up games but I enjoyed this. The artwork is super cute. :)

I played until day 15. I kinda had all the units I wanted and I did not feel like it mattered anymore to improve my team.

I think the core concept is fun and feels fresh. It took me some time to figure out how to make money but then it was really fun to “trade up”.

The flash sales are a nice adrenaline kick and it really feels like you have that time limit like when shopping on ebay. However I was playing using a touchpad and I struggled to click fast enough (especially if you need to sell something before).

I think the UI still looks kinda “buggy” but I did not miss any info. I felt like the game was too easy and that there was not a clear goal for me to feel satisfied with.

Also the balancing for the fight listings feels very broken. They are so easy that there is no drawback or risk for doing them and the rewards are huge.

Overall the game and concept feel interesting to me. I think you should develop it further and figure out solutions for the problems it currently has. :)

Also great work so far! Congratulations. It is fun to play already

image.png

Awesome game. It is fun to chase the high scores. WASD support would be nice to have. ;)

Congratulations 🥳 Thank you for playing 😊

Very enjoyable experience. The Art Style is a Perfect fit for the Game. Works great on the phone.

Awesome game. 🔥 Could you explain how you did the border effect?

Great fun. 😊 It becomes very complex very quickly with multiple pieces chasing you.
I especially like the simple polished art style. Works well on mobile too.

Thank you for playing :)

Haha 😛 good job 👍🏼

amazing stuff right there. :) I like that you can actually do some pretty nice combinations with the dice. Also they are super cute

I LOVE THE BACKGROUND IMAGE <3

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Thank you. :) the idea was inspired by an upcoming game on steam. It is called glyphica I think. I do not know the dev. I just like the idea.

There might be weird spelling in some words. English is not the native language of any team member.

Thank you very much for playin and leaving a comment. :) As I mentioned further down it is worth it to try again. There is an ending ;)

Congratulations 😊 Thank you for all the praise

Thank you for playing. :) Pixel art was done with aseprite. The game itself is made in Godot.

AAAAAHHHH. Thank you for the explanation :)

Amazing work. The minigame does a great job in adding some variety. I love the crazy plot and the sprites, especially muscle-werewolf-girl ;)

Oh hi there 😊 Thank you for playing. I am happy to hear you liked it. Also thank you for the info about performance

Haha 😜 good one. ;) Thank you for playing. What does DA stand for?

I am happy you enjoyed it. :)

Thank you for playing. :) Oh no ! 😮 Yes the overlapping text can make it difficult. Do try again though. There is a little surprise waiting for you at the end if you beat it ;)

Thank you for the kind words. I am happy you liked it. :)

Thank you so much for the nice comment 🥹

It is my pleasure. :) Potatoes deserve love too ❤️

Thank you for playing. :) I am sorry to hear that you had issues. I will work on this in the post jam version.

Oh that’s not a lot of frames ! 😳

I will look into this for the post jam version.

That is great to hear :D It was inspired by this gem: https://store.steampowered.com/app/2400160/Glyphica_Typing_Survival/

Thank you :)

Thank you for playing :) Yeah the overlap was a bit of a challenge. We tried fixing it by using the outlined text but it’s not perfect.

You type the text you see (“three minutes alone”) on your keyboard.

Great to hear you liked it. 😀 We used an animation player to control the spawn rate over time. That made it easy to tweak stuff.

Thank you for the kind comment :)

Thank you :) Hahaha 🤣 maybe we should also add some hidden cheat codes so you can really show off ;)

Thank you for playing. :) That’s a cool idea. We might add it to the post jam version if we make one 👍🏼

I am happy you enjoyed it. :) In our tests we also had occasional stutters in the web build. It seems to be related to particles being initialized in Godot.

amazing artwork. The wario-ware minigames are cool. I really enjoyed the Fast and Furious one.

all i did was kill 4 people and I was fired