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Tinytouchtales

41
Posts
9
Topics
240
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A member registered Dec 12, 2014 · View creator page →

Creator of

Recent community posts

Nice, glad you like it already! I think it's good as well. Need a bunch more interesting cards but the base is solid.

Thanks, yeah. While I think the "side scoring" mechanic is really good, it's pretty hard to easily digest right now. I'm running into the same issue of constantly checking and moving my eyes a lot. I'll see what I can do visually to make this easier to read. (Note: This is still prototype graphic and would need proper art and UI design to be really good.)

Thanks. It's still just a proof of concept / prototype but a few animations help to make it easier to communicate a few things.

I mainly use Unity3D to create my games, but most of the stuff I use is very basic 2D.

Yeah I can activate the mobile thing, but not sure how well that runs, need to check it.

Nice, thanks for taking a look!

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Hey, nice. There's no plan for releasing this one right now. We're pretty busy with our upcoming game Card Crawl Adventure right now. 

Nice, thanks!

Nice, thanks!

Awesome and thanks for playing. Sounds like you enjoyed it even with it's rough edges. Thanks!

Only Alt + F4 works right now.

Haha sorry, only Alt + F4!

Thanks, glad you liked it!

Hey, you can read the Manual from the settings menu. 

Cards only display when you either have enough energy to use them or there are valid targets. If not they get greyed out. Each tile has different Items associated with them so once you change your position available items also change. 

Thanks glad you like it! Will see if I can release a post Jam version with some fixes.

Nice, thanks and glad you like it. There is a similar game from me released already called ENYO. You can maybe check this out.

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Haha thanks. Yeah, about 5 1/2 days but those were long ass days, not your typical 8h ones. Again I've become faster in the last time since I generally work on similar ideas and have a lot of code lying around that I can reuse. Hextiles, Cards, Interaction flows etc. The most time I spend on was getting pathfinding code to work that was stolen from the internet. But again a lot of weight is always pulled by the amazing graphics and Mexer did them in like 2 days so that's where the real mvp shit is going on ;).

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Sure I can add that.

*Added!

Thanks!

Hey thanks. I'm not sure, but maybe you missed that you can rotate the hex game board itself?

Nice, yeah, sometimes the discs become unpredictable but I personally though this was nice and falls in line with the unpredictability of the discs in DISC ROOM itself.

Nice, thansk!

You can also play the released version on iOS or Android: http://www.enyo-game.com

Nice, thanks.

Thanks.

Yeah, there are a few UI/UX issues i could not solve in 1 week. If i make a post jam version i will improve that for sure.

Yeah, thanks a lot. Good idea with the secret end, definitely on my list now.

The idea is that tiles that move into the "side position" or decks, are moved below the the others. Meaning a tile with a character on can't be moved below another tile. The other case is when there is no tile in the side position on the other side of a row/column. Then a tile can't be moved further to the opposite side.

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Haha yeah, might be a bad idea to try that. (Obviously this kind of stuff needs to be fixed)

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Thanks!

Thanks for playing!

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Thanks, glad you like it despite the bug(s)! :D

Agreed!

Hey Gek, we'll see. It's a fun concept, but i have so many other things on my list right now.

Thanks for playing. Yes i'd like it be less arcane, but time was just too little to go deep on UX/UI polish. 

Thanks for playing. Yeah, 7 days is just too little do adress all the UX issues.

Nice, thanks for playing!

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Hey nice game, little trick for you: if you include this in your html file <header> you can get rid of the ugly border that the itch.io frame produces on Unity WebGL:

 <style>
html, body, div, span, applet, object, iframe,
h1, h2, h3, h4, h5, h6, p, blockquote, pre,
a, abbr, acronym, address, big, cite, code,
del, dfn, em, font, img, ins, kbd, q, s, samp,
small, strike, strong, sub, sup, tt, var,
b, u, i, center,
dl, dt, dd, ol, ul, li,
fieldset, form, label, legend,
table, caption, tbody, tfoot, thead, tr, th, td {
margin: 0;
padding: 0;
border: 0;
outline: 0;
font-size: 100%;
vertical-align: baseline;
background: transparent;
}
    </style>

Ah yes, thanks!

Ah yeah thanks, restart with caution i guess :D

The first turn is available to reposition your heroes, once you confirm the enemies will spawn. Icons on tiles only indicate where enemies will spawn next turn.