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Scy

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A member registered Apr 25, 2021 · View creator page →

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Haha, yeah, I think this could be a wording problem on my side.

In Chinese, the original wording makes the “giving up territory” part feel very obvious and pretty harsh. In English, I can totally see how “peace” stands out more when you're reading quickly, so the actual cost is much easier to miss.

I’ll probably make the consequence more explicit.

Ah, I think I explained that badly before!

What I mainly meant is that I'd prefer the two pages shown on the same screen to belong to the same game, instead of having the left page be about one game and the right page already starting the next one.

For example, if pages 8 and 9 are shown together, I'd expect them to both belong to the same arcade game. When one side starts explaining a different game, I instinctively read the two pages as a pair, so it confused me a little.

So I don't necessarily mean showing all four pages at once — more about keeping each game's instructions grouped together visually.

And yeah, I think adding illustrations under each instruction could help a lot too!

Thanks a lot for the detailed feedback! Really glad you had fun with it, especially since this isn't usually your kind of genre :)

Your point about the tutorial getting interrupted by the combat escalation makes a lot of sense. I think the early game is probably asking the player to learn too many things while also preparing for stronger enemies, so I'll take another look at the pacing there.

And yeah, the combat situation you described definitely sounds confusing. You don't need to reach an enemy base before the day ends, so if everyone suddenly died without you really seeing what happened, then the game clearly didn't communicate that situation well enough. I'll check that part more carefully.

The event wiping out almost all of your villagers is also pretty brutal at that point, haha. Some of those choices are meant to have nasty consequences, but I don't want them to make the rest of the run feel completely hopeless without enough warning.

Day 7 is actually pretty solid for a first run! Really happy to hear you'd be interested in playing again.

Thanks again for taking the time to write all this!

Thanks for playing! Glad you enjoyed it :)

1.) Yeah, the Torch recipe isn't shown as expected at the moment. Glad you still managed to figure it out though!

2.) I can see a Cavalry card in the screenshot, so I think you picked the “cede land for peace” option in that event. That one trades away all your land cards for a combat unit. You can get some land back through later events, but I can totally see how suddenly losing all your resource production would be confusing.

3.) The Market is mainly for getting rid of cards you don't need anymore. I'm still trying to make that part of the tutorial clearer.

4.) Yep, fixed that one already!

5.) I'll see what I can do for the web version of the Exit Run button.

Thanks again for the detailed feedback!

About the manual, what I had in mind was something like two pages shown on one screen, or four pages across two screens. For example, I initially thought page 8 was supposed to come after page 9, which confused me for a little while.

Page 10 was also a bit harder for me to understand without a supporting image, so I think keeping each game's instructions visually grouped together could help a lot. That said, I can also see how adding more illustrations might make the manual easier to read overall, even if it means having more pages.

As for the walking sound effect — yes, that's basically what I meant. I can tell the timing is matched to the walking animation, but the sound itself doesn't quite read as footsteps to me. It might be a little too heavy or impactful, though I'm not completely sure how to describe it.

Thanks for asking!

Love the idea! Each of the four arcade games feels genuinely playable, which means a lot to me.

The tutorial worked well for me. I understood what I was supposed to do before getting into the main levels. One thing that felt a little strange, though, was being able to accidentally zoom in/out or move around while reading the manual, especially since it breaks the pixel-perfect presentation. I think it would be really neat if all the text and images of one game could fit into just two pages.

The music works well overall, though the walking sound effect didn't feel quite as convincing to me.

Overall, it's a charming game with a really solid implementation of its core idea.

Great art style and really satisfying combat feedback. It's a lot of fun cutting down monsters and descending deeper!

The audio is great too. I especially liked how the music changes between floors — it really helps build excitement, and the tracks fit very well.

I was a bit confused by the weapon system, though. Ten weapons feels like a lot to memorize as a sequence, and I didn't really feel much connection between them. Because of that, the sense of progression felt a little unclear to me.

Overall, it's a polished game with a strong style of its own.

Great game! I really like the gameplay and the retro style!

The mechanics are simple, but the game is still fun and challenging. Though a short tutorial or even just a few hints for the controls would be really helpful—it took me several attempts before I realized there was a double jump.

The combat and enemy design are great too. I especially liked the animations and feedback; everything feels very responsive.

The cover image is also really good— simple, but attempting.
And wait, that goofy frog-like creature was BULLER? I was expecting something much nastier, lol.

The game is coherent, and I quickly understood that I need to get food and water.

Though I still can't figure out where I was supposed to go or what I should be working toward next. The mouse starves too quickly, so it is kinda stressful to explore the map—especially since even small bushes can block your path and slow you down.

Because of that, I don't think I quite reached the point where the main gameplay loop clicked for me yet. A little more guidance early on, or slightly more breathing room for exploration, might help.

Visually, though, I really like the retro style. The graphics have a lot of charm.

The overall concept and UI are really cool, and they fit together very well. The game also feels quite polished.

I especially enjoyed the boss rush sections — they were exciting and intense. That said, my wrist was already complaining before Hard Mode. Maybe I'm just not much of an FPS player?

I can definitely see this working well on Steam. It's genuinely fun, but I think it could use some way to reduce the physical strain a little. As the bugs get faster and faster, you have to constantly track them and click very rapidly, which can become tiring after a while.

Oh! I got the last one. It's not that obvious, accidentally found a clue after some random clicks.

Cool cozy game! Wandering around looking for shells was a really pleasant experience, especially nice to play in summer. I'd definitely be interested in seeing more little activities or mini-games added to the world.

I'm still a bit confused about the last shell, though — I tried pretty hard to figure out how to get down there, but couldn't find a way.

Thank you for the detailed feedback — it really helps.

I think I see what happened. The game starts paused, and the tutorial prompt for starting the game time wasn't clear enough, so your Farmer never began producing food. From there, everything else probably became much harder to make sense of. I'll make sure the game starts running more clearly at the beginning

Also, you mentioned that the text was very small and hard to read. Was that mainly the card names, the tutorial text, the event text, or did the whole UI feel too small?

Thanks again for taking the time to play and write this up!

Cool! I'm looking forward to a full release!

(1 edit)

Hey everyone! I’ve just released the post-jam version of Please, My Lord!

It’s a card-stacking management game about developing a small domain, preparing for enemy waves, and deciding how far you’re willing to go for progress.

Play Please, My Lord! right now (browser-playable)

I'd especially love feedback on: 

  1. Was the core loop easy to understand?
  2. Did anything feel overwhelming or unclear?
  3. How did the difficulty curve feel?
  4. How many days did you survive, and did you want to start another run?

I’ll also be checking out other entries and would be happy to exchange feedback.

It's quite a good game. The visuals and overall concept are cool, and the mechanics are easy to understand. I think there's a lot of potential, even if it feels a bit unbalanced at the moment.

As for the gameplay loop, it works for me. It's really satisfying when everything starts bouncing around and eventually turns into some crazy numbers. However, it doesn't seem very easy to actually get a build going. You only have a limited number of dice, and some relics simply don't do anything if you miss.

I think there could be more radical synergies between the dice and relics. Not just ways to make the numbers bigger, but more interactions built around collisions and chain reactions. The one shown in the GIF feels really good — maybe the game just needs to make moments like that easier to set up?

It would also be great if the dice had more visual identity. Right now they all look quite similar, so I found myself checking them one by one to remember what each of them did.

Never thought it would be so great!