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Wrygondryn

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A member registered Jan 03, 2021 · View creator page →

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(1 edit)

Haha yeah, don't worry I expect to score rubbish in the ratings, the actual jam version is nigh unplayable after all - at this stage I'm happy just to use this to direct people to check out the more finished version :)

I definitely wanted to have a more intuitive tutorial, to have things more drip-fed as they became relevant, alas by the time I got around to it, I was already almost a week past the jam version and just wanted to have something up sooner haha. I did try to at least separate the rules into tabs so you only needed to read each phase's rules when they came up, and I figured for the most part you could work out most of it just by clicking around until something happens lol. But yeah, rulebooks that have too much text is a pretty common problem for board games (which this is probably self-evidently based on). Perhaps a quick-reference alongside the more detailed rules would have been less threatening without much extra time spent haha;

And thanks for the compliments for the art! I actually wanted to have more detailed designs for the units (the original concepts were super different and more based on Final Fantasy concept art and Peach Momoko's Marvel comics art if you can believe it) but alas jumping between art and code leaves only so much time. To make matters worse, I was planning a little soundtrack as well, alas. But I was going for that sort of esoteric fantasy vibe, which now that you mention, is in a similar line to Alice in Wonderland. In fact, one of the board games I looked into while designing mechanics was Wonderland's War, so perhaps a bit of that theming rubbed off on me!

neat little game! i hope your brother liked it :)

neat little game :)

the character controller could do with some work (either less slide-y, or better interaction with the environment/collisions so it flows better), and perhaps a map would help. I spent most of my time getting stuck on props trying to reach the cookie doughs that are high up, then trying to figure out how to make it back to the throne room haha. I like the theme though, and throwing the swords around at the processions of milk dudes is fun.

nice work!

spooky

like others have said, dropping the furniture is a little clunky, but otherwise neat little game!

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Really clean presentation, looks and sounds amazing for a solo game in only a week.

Gameplay is interesting but personally found parts of it a little confusing/unintuitive at times, perhaps because I'm unfamiliar with Balatro. The discard button seems to subtract 2 discards, not sure if that's a bug, but was pretty rough when I was thrown into the odd board where almost everything I could reach with both my draws was protected haha. Interesting take though, and can't stress how nice the presentation is given the limited time and solo dev :)

Really fun game! Love the visuals and the sfx are well chosen.

Fits the theme well and plays a simple concept in an interesting way! Interesting items, and I appreciate the leeway on the perfect hide threshold. Though, perhaps it's just me, but if feels like on rare occasions the leeway on the dragon spotting you is a bit inconsistent - sometimes I can afford to stay unhidden a touch longer and sometimes I feel like I should have hit a perfect but instead I get burnt. It's quite rare, but might be a frame delta-time thing? Or perhaps I'm just imagining things haha. Also, on rare occasions the dragon will sleep with their eyes open! (the nose bubble is still there, but I think if it opens its eyes right at the end of a night, the next night they're still open?) Also I didn't realise the first few runs that you could steal from the pile, I thought only the pouches were robbable, no wonder I couldn't make my debt; but after a few goes I got pretty far!

Regardless of those small nitpicks, super interesting implementation, and again I'm a big fan of the art.  Would be nice to see it expanded to have a proper ending or more interesting day events or items.

Great work!

Fun little game! I'm a bit of a sucker for these sort of management games.

Made it to 2nd or 3rd on the leaderboard, but alas didn't quite make it to the top;

It's a solid idea, but could do with a bit of quality of life like sorting the adventurer ranks; and mechanics to make deciding on adventurers to send a little more interesting. Understandable though, for only a week (I got much less done haha)! The gameplay loop does get a little tedious as-is, as there are periods where I'll settle too long into the rhythm of just formulaically picking the same party compositions for the given quest rank just over and over. I did quite like the option to double-or-nothing for a higher reward though, fits the theme well and becomes more exciting and meaningful the closer you get to day 50.

Nice work!

the goblin used a ying-yang and then a skull and then threw a card onto me and it crashed lol

solid game though! I thought it was going to be a little too random but the items really make it work. nice artwork as well :)

Was a little worried it wouldn't be haha; thank you!

Thankyou! If you're interested, I managed to cobble together a version that's actually playable: https://wrygondryn.itch.io/court-of-pastries-post-jam

It's also got a bunch of the unimplemented art assets I had lying around but ran out of time to put into the jam submission :)

Thanks! I never seem to be able to finish my solo jam projects haha; but it's been a while since my last, and this has probably been the closest yet, so hopefully next time o7

Thanks for coming by anyway! Yeah, I was gonna just not submit since it wasn't really playable, but decided I might as well, since I bothered to spend all that time working on it already haha;

And yeah, the whole thing is basically just a digitised board game! I've been toying around with board game design recently, and with bringing more design ideas from board games into video games. Most of the mechanics are nabbed from existing board games here and there moreso than video games. I was thinking I might have a go at a physical version if this prototype came out well, but to be honest I think it needs a little more time in the oven so to speak ;)

If you'd like to check out an actually playable version, I did eventually get around to hooking up most of the loose ends I'd left hanging in my Jam submission. Still rather clunky, but you can play it here: https://wrygondryn.itch.io/court-of-pastries-post-jam

Neat little game! I see someone's read 오늘만 사는 기사 haha; This genre of fiction came up in my head when I saw the theme as well, but wasn't sure how I'd realise it engagingly (and on time!). You've done a good job!

Nice art, the stance/skill system was interesting, and I liked there were hazards and the special move you had to remember to break up the monotony of the attack loop.

I managed to barely sneak in a win at 4 deaths (Stance x3 + Skill; and a bit of luck) on Turn 19. Feel like I might've dodged a bullet avoiding turn 20 :)

super fun little game! almost got on the leaderboard; was so locked in i missed the deadline to rate the game for the jam haha

would be nice if it was indicated that there was an upgrade limit, but besides that mild gripe I had a lot of fun with this. great work!

love the art! I'm a fan of the esoteric rituals but something like a notebook to track what ritual does what, after we've discovered it, would be nice, and a way to restart after dying. I found myself repeating rituals and forgetting which I've already done. I found the black staff and got max stats, but it didn't seem to do anything to the elemental, if that's what I was supposed to do - possibly because my inventory was full?

regardless, really pretty art and an entertaining loop. liked figuring out the rituals without much direction. would love to see a more in-depth version of this (or perhaps there are more secrets I've yet to find in the current version already?) 

smooshed those little guys.

A little slow to progress, but reminds me of that old squishing-ants game on the ipod. Could do with some audio feedback, as others have suggested, and a little more variety. Having more orcs spawn to begin with could leave us with less time just waiting at the start. only a few bits of art, but the stuff that's there is good! i liked the little squish animation as well.

Sick concept, shame you didn't get to finish it. Kinda made me think of a wizard casting glyphs in the air. But instead of shooting goblins in a forest you're being accosted by a colony of densely moustached lab nerds with ray guns in a basement. powerful.

i like the lil cinematic at the start! feedback feels really sweet, the animations and audio and such. I'm not very good at this, but parrying and grinding is sick to hit. It didn't really click immediately that parrying meant you had to be *just barely* over the log when I read the instruction, I thought it meant you just had to be in the air over the exact middle of the log or something ("directly over the log") -- but I figured it out eventually.

go go skater boy go!!

it is your divine right to subtly irritate your playtesters. clunk

pondering my orb rn

neat little game! adore the art and the writing was fun. every time i thought the end credits would end they kept going haha. I did manage to sequence break, as you're able to speak to everyone before reaching the end of town the second time, but it's a minor issue.

anyway back to my orbing and whatnot.

Fun idea! A bit clunky to control however. It took me a while to figure out there was a walk distance limit, so I was confused as to why my pins wouldn't move; thought it might be a collision bug or something. Even after I figured it out, it felt rather finnicky to slowly move the whole path around to different areas, made no less easy by the inability to move a pin when the cow reaches either of its two paths. Perhaps I'm just impatient haha. Better feedback as to what is preventing me from placing the pin would have helped perhaps. Or maybe if you could move several pins at once? Ended up being too clunky for me to continue until the end, but I like the idea and presentation! The lassoing and collecting stuff along the paths was much more intuitive, and walking into the city was a fun way to integrate the walking loop mechanic instead of just having a UI button to open the shop or something.

cow !!

Fun little game. I quite liked the music, and I liked how it cuts out at lv4; though the beeping at one heart could get a little grating. clunk

A start! As is, it's sort of just a slot machine, without much feedback. As others have said, the only decision you really make is how much money you bet, and it's not to any particular end. Perhaps you could challenge the player to reach a certain goal within a certain amount of bets (thus making that decision more interesting and incentivising taking risks). Sometimes even just improving the feedback the game gives you can add to the experience. The music is a nice background, but stuff like sfx for dice rolling, having the dice roll across the screen, having a character that reacts to the rolls, having actual trophy items to win, having moving parts in the background, using font effects and animations to emphasise the action -- that sort of stuff can elevate even a bland gameplay loop to something that's more engaging to interact with. (In fact, that's basically what real slot machines do! The flashing lights and moving parts distract you form the fact you're really just pulling a lever.)

Alas, as others have said, ideally though there'd be a little more to it than just RNG on a scrolling text box. If it's one of your first games though, it's a start! And having made something is always better than having made nothing. Hope you keep making games or find an interesting angle to build on this from!

Super cool concept! I'd thought of the idea of using ecosystem loops but couldn't think of a way to realise it into gameplay, this is a clever way of doing so! I wasn't expecting much of a clicker game to be honest, but I it was a lot more engaging than I thought it'd be. I was rather confused as to why we'd want to click to *reduce* at first, but I got the hang of it. Really rewarding to see your ecosystem stabilise at high populations, even if it doesn't last forever haha. Interesting to build and maintain a sort of 'factory line' using your limited resources in order to exponentially increase said starting resource. Super neat way of demonstrating through play the intuition of how ecosystems can collapse under instability and how repopulating or culling certain populations can help bring it back into equilibrium.

If I were to nitpick (these mostly aren't really problems, but suggestions if you decide to build on the concept):
- It's possible to accidentally lower your click count in the upgrades by buying them in the wrong order. 'Click count' is also not the most intuitive name, I almost didn't buy it because I thought it might *set* the number of the resource to that value.
- It could do with some quality of life! Like more clearly indicating how much of what is going where, so we can identify the problems in our ecosystems easier. Sometimes I'd suddenly start mass dropping population and it always caught me off guard! Perhaps some graphs over time might help?
- More complex interactions could be interesting, but perhaps get confusing. As fun as the current visuals are, I think some clearer lines between nodes might help!
- Obviously one of the criteria we're rating is audio, and there is none, which is unfortunate! Feel bad about rating it low in that row because it's a super interesting game otherwise!

But yeah, overall had a good time with it. Great work!

also i like the frogs :)

really enjoyed this, could stick on this for hours if the balancing was refined a little bit more!

at some point a reached a stage where my fabricator was only giving me end-cap circuit pieces and buildings, so i couldn't reach any of the crates, and so couldn't generate enough power to afford placing buildings and got overrun.

also, on occasion i got a little confused as to which grid cell the frogs were on as well, when there were many on screen.

regardless, there's a great depth to this for a jam game, and the spritework/animations are very nice. appreciate the tutorial and little QoL things as well. fantastic work!

rly clean animations even with limited spritework, great feedback for the punches, music fits the pace. simple and well designed mechanic, with some nice enemy variety. i like the touch of the enemies swarming and breaking you apart when you're defeated.

a mobility option could be nice? Or even just an indicator for where the enemies spawn on a new wave -- i found myself getting trapped by spawns with no power sometimes when during later waves, but maybe thats just a skill issue lol

great work!

art for this is badass, i fw it heavy

it's not the easiest thing to pull off but i liked being able to bounce between enemies; like do a drop kick, and flip around with the momentum of the bounce to land another. i like the momentum/acceleration manipulation but would be nice if the controls were a little less slippy (at least rotationally) and maybe the hitboxes a little more generous. i saw in ur other reply that the movement broke last minute tho so fair enough lol, can relate to that haha

ty :)

yaa I was thinking of having mouseover tooltips or something as well, but it slipped my mind when we wrote our todo list haha 

by the time i remembered we were cutting it pretty close to the deadline and still had a buncha other stuff to complete so we didn't get around to it unfortunately

YEAHHHHH !!

dam i did think of adding a dropkick attack but i forgot to when we got around to it

what a polite fellow maybe he's just misunderstood :)

(yeah we noticed right after the deadline haha -- tough. But in case you're still interested in what the game was supposed to be like, I've uploaded a bugfixed version here: https://wrygondryn.itch.io/mechazorg-cable-duty-postjam-bugfixes)

Unfortunately some gamebreaking bugs snuck their way in right at the tail end of the jam :(

If you're still interested in the proper full experience, I should've squashed those bugs now and you can check out a fixed version here: https://wrygondryn.itch.io/mechazorg-cable-duty-postjam-bugfixes

Also uploaded a 32-bit version and a web browser version there, in case for whatever reason you're not on Windows x64!

Unfortunately this version is pretty broken, some gamebreaking bugs snuck their way in right at the end of the jam. I cleaned up the bugs and uploaded a working version you can check out here!

https://wrygondryn.itch.io/mechazorg-cable-duty-postjam-bugfixes

Thanks! I've just made a basic walkthrough of the first level to help anyone who got stuck if it helps as all (we should've had a better in-game tutorial, but ran out of time for it).  And yeah u right, we really could've done with some sfx and music - we had some music in the making but couldn't pull off anything that fit before the deadline. Maybe we'll figure something out if we ever make an update to the game :)

Thank you! And yeah, all those - music, tutorial, sfx - we intended on having those but just ran out of time lol. We had a few attempts with music but ended up at the deadline not having anything that fit the tone of the game. As for a tutorial (or rather, lack thereof), there are controls on the Pause menu if that's any help lol. The first level was also sorta supposed to get you used to figuring out the mechanics implicitly, but yeah I think we could've done with a slower approach, or more prompts. Might've thrown ya a bit too quickly into the deep end lol. 

Thanks for the feedback, and thanks for checking out our game! :)