I like the idea. It's pretty cool to switch between multiple characters on the fly. Good work. :)
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Hello Frog! I've been pushing updates on the daily, and intend to push this idea into some pretty cool territory that I haven't seen in a game like this. I just uploaded a new build which contains some subtle, but interesting changes.
You can find out more here (one of the changes is what you noted about factory camping).
https://tylerdavidkirk.itch.io/revenant/devlog/908541/rc8-changelog
Thank you for playing, and being a very cool frog.
Thank you so much for playing! I really wanted there to be an element of experimentation and discovery in the process, and it sounds like that comes through. I think I could definitely streamline the initial discovery process by telling less and showing more, then leave some of the nuanced things like Inverted Cards allowing for larger hand sizes buried a little bit. It was a really fun challenge to build.
Thank you for taking time to check it out and to give feedback!
I really loved your project! Thanks for taking the time to check mine out :)
The general flow for cards is:
- Place attacks down
- Place modifiers on top of cards
So something like, `Burst-> Twist -> Link` would shoot a burst of projectiles that have a slight spiral to them, toward the player. Another nice property of the modifiers is that they stack. Most scale additively, and sometimes multiplicitively! For example multiple twists at level 3 will create a really tight circle around the target. I say `target` in this case, because homing and link exists, and its possible to get things orbiting around the player or enemy.
There are a lot of hidden interactions and mechanics when you start inverting cards (Faster becomes Slower for example)
To invert a card: Collect 5 pickups, then drop a card on the black circle that spawns, you can continue levelling cards by dropping already inverted anchors at the inversion anchors.
Beware that some inversions are very literal.
Thanks for checking it out Kenneth! I was really excited when I got tether working with the other modifiers. I really love Tether + Twist + Faster it creates a whirling tornado of fun. Tether fork was fun to program. I wanted to add a `chain` modifier, but Tether + Fork and Fork + Homing was basically chain, so I opted to polish what I had.
There's something about the flow of this game that feels real good. I like the overall loop a lot! There's something really cool about queuing up the teleports then ripping through the delivery like a true Hutton Orbital trucker.
That being said, I wish there was more nuance in the movement and more challenge.