Very polished and fun experience! The game looks gorgeous and feels very intuitive. It’s also very challenging and I suck at these kinds of games, but after grabbing a gamepad I finally got a win.
toupeira
Creator of
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Oh right, should have tried before writing that :) Played a bit more on my phone now and it does work great, and feels much more satisfying!
Regarding the end-game: maybe you could lean on the RNG, or start reducing the card pool, to make matches more likely over time? You do have a point though that the waiting is part of the game.
Fun simple idea that is well executed! Love the hand-drawn art style and audio slowdowns, feels very polished. This could work great as a mobile game with touch controls.
The end of a round when it’s only two players remaining probably needs some balancing, sometimes you wait a long time until the right card appears, and if you miss it you’ll have to wait some more.
This reminds me a lot of Devilition from UFO 50, in a good way.
Took me a few minutes to understand (to an extent) the gameplay, and stop hitting the top-right button which apparently resets the game :) Not sure if there was supposed to be an icon there, and on the other squares in the corners.
I didn’t understand what the popups at the bottom with board layouts were trying to tell me.
The difficulty also needs some tuning, I stopped after 25 marks because the board was full of monsters but somehow I still kept getting back to full health every turn. But I had fun!
This game has a ton of charm! I love the sounds and overall mood. It’s also very intuitive, I especially liked the sun-as-time-indicator idea which we were thinking about as well, but didn’t get to implement.
Playing it on a touchpad was a bit fiddly, could probably use some larger grab-zones.
Also would have appreciated a chance to kill the monsters for good :)
This was fun, but also a little stressful trying to understand the controls while I’m already getting blasted from all sides :) Didn’t get the envelope/paperplane difference either, and accidentally discovered the boosting with Space.
Also didn’t realize about the mouse controls until reading the comments here! Went back and discovered there’s a few more things to the game, and then I won after two attempts.
Minor bug: sometimes enemies/power-ups spawn outside of the playzone and stay there.
Getting a black screen here (only music and cursor) on an older PC with Intel HD 400 iGPU, the browser console says “WebGL warning: texImage: Requested size at this level is unsupported.”
This is on Firefox/Linux, works fine though on a different PC with an AMD GPU, and also on Firefox/Android. Maybe something related to the texture compression export settings in Godot?
I was wondering if the popup window is still necessary in Firefox/Safari, and at least in Firefox it seems to work fine without it if I just copy the iframe’s HTML from a Chrome session.
I’ve opened an issue on GitHub to discuss this: https://github.com/itchio/itch.io/issues/1896
Hey Rneuma, I should have looked up before posting my comment below :) If you’re still looking for a team check out our post
Hello all,
We’re two guys from Europe working on a small 3D/2.5D stealth-puzzle game in Godot, and could use some help with:
- Game/level design: we have a concept and some mechanics planned/implemented, but are still a bit unsure about the overall game loop.
- Music/SFX: I dabble in this myself, but am very new to game dev and would rather just focus on the programming :) Also happy to collaborate or do just the SFX.
The current team is:
We’re using GitHub, Trello, and Discord to collaborate.
If you’re interested reply here or message me on Discord! (username @toupeira23)
