The clock is interesting but also extremely powerful, particularly since with luck upgrades you can kinda just pick what outcomes you want.
xyncht
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Opening the quests window at the wrong time freezes the game, I think. I beat the first enemy and clicked quests to collect the reward, but after playing the animation for collecting it, everything stopped being intractable. Could be tutorial-related; I haven't suffered through the entirety of the message-box-chain yet, probably. Game looked like it would be fun, though.
Are you supposed to get caught by the hand at the end? It seemed like I beat it pretty quickly, and there wasn't any screen explaining the thingies I got out of how many there were, so I suspected the credit-roll was a fake-out, but it seems to have also reset my data (or, at least, the shroom west of start is back). I'm not aware of any thingies I missed, but the big white circle thingy above the single-blocks-over-water section was a little tricky to find, so maybe there were other things like that that I missed? Unclear. Anyhow, the game was fun and the controls were pretty intuitive; good design on the platforming sections definitely helps with the blind reads.
Glad to see it is still being worked on! Bugs I noticed in the new version:
1) Witch potion refills don't seem to work on other witches (or the initiating witch)
2) Some blessings have the "infinite cooldown" marker that is otherwise reserved to potions. They shouldn't have this marker because they are start-of-battle triggered abilities so the cooldown should never come up. E.g. Unbreakable.
3) Synthesis can be leveled up. It should be a blessing, or leveling it should have some effect
other notes:
1) Not a huge fan of the changes to potions. Because other cards can level up and they can't, all non-xp potions are significantly worse than a "normal" card most of the time. Even with two witches, throw flames will almost always be better than a fire potion, for example, and Armor Up is better than a block potion. This is okay if potions are supposed to be mostly trash but the vestigial forms of cards that used to be good archetype support (i.e. mix mix mix and brewmaster) makes it seem like you might want them to be a viable strategy. I would suggest leaving the 1/fight restriction but nixing the 'never allowed to level up' restriction.
2) Quack drops a lot, which means it will likely feature as a single copy in most party's builds. In general, monster drops can get a huge number of duplicates to the player pretty quickly because there isn't (currently) much enemy variety, and there's no drop variety.
3) Fights are significantly more rewarding than events. "Good" events do something like one pretty-good level up; a fight seems to be at-least a level on every character. I ran two witches and 3 XP potions so this might be a skewed perspective.
4) I liked the random onslaught version better than the node-based map, personally.
5) I liked getting to choose what to tier up into. Starting at tier 2 with less diversity of class-power options is a little sad for me.
game does not recognize 'cryptid' as a word. C.f. https://www.merriam-webster.com/dictionary/cryptid
Kitten+Spiders (+monocle+juice when available). Buy Capacity whenever possible unless you have to pick between it and a broom/wing. Buy all brooms (you probably will never see a wing). Buy +1 items and use them on the kitten if you have extra money. For relics, you want Scepter (+6 to kitten), scales(+4$ per round), lips (+1 point per round per consumable ever used), and eventually the shopping cart. You can use the last slot for whatever. Rerolling after picking an item gives you an extra item choice-- this is very good but you want to be careful about having enough money to get any good consumables that show up (and/or charms), so I wouldn't reroll if it would put you with less than 3$ early, and preferably not less than 5$. Rope(+magnet), camera, and parrot can all be back-up spiders. Kittens are pretty common and you want only ever exactly 1. Take utility items (monk, magnet, juice box) or cheap points (cow, milk, cheese, joker) early if there's nothing good. Use the brooms you buy on your gold coins ASAP. If the kitten is the only 2-cost item you have, getting your +4$/round is basically free.
Good luck! Also I had trouble finding this and in the process ran into another amorphous+ genre swap XD https://mismatched-socks.itch.io/untitled-gloople-demo
Some of the room names are annoying. The Cargo Hold isn't CH, for example, that threw me off for a bit. You have to guess the room names and then use the game's convention. Brute forcing usually worked for me, but I had played Type Help and this uses the same guesswork logic for room names. Sometimes things are highlighted in white that can help (they might be room names or at least start with the same letters),
The guide is telling me to light a lantern in the deep and there's another npc who wants me to kill the king of beasts, but I can't seem to figure out how to get to the depths. There's what looks like a zone exit to the right of the latter npc but nothing happens when attempting to walk through it, and the fog wall to the left is presumably full-game content. There's also what looks like an elevator outside the lower village entrance, but that's presumably enabled later.
Did it. It was quite fun! Normally these puzzles are quite easy but this one required a bit of thought-- it took me approximately 2 hours with a significant break between the first and second hour. No guessing was required, which was surprising given how the map's instructions were phrased.
Specifically, not knowing the direction the path was walked in, not knowing if the route passed through the central star multiple times, and not knowing if after/before meant immediately after or if intervening elements were permitted all seem to have been intentional and the required assumptions can be found by deduction as they are the only set (at least the only set that seemed remotely plausible to me) that permits any solution and they permit exactly one.
Got all the fruits. The controls were fun and reminiscent of Sylvie Miniature, which I also enjoyed. It seems like not being a murderer makes the game much easier, but I'm not a murderer so I guess I won't find out D:
The double jump was fun. I didn't find flight until I beat the game, but it makes sense. I found wall hang and ground pound on my own. Not sure how to summon the kitten, but maybe I can't since I didn't kill anybody. I tried the combo on both sides of the pyramid, I think.
The wall climb seemed kinda silly to me because you can pretty much just jump or warp, but maybe if you lose abilities it is good.
Dude, congrats, I think that's all of them. You can butterfly a lot more rooms, though. I hope when the game comes out it has at least some content that is this difficult. I still haven't managed to save after getting the one stone that is the lowest on the left (1,7 iirc). Just making the jumps once is so hard!
Came back and agree. It's fun that each house has something different, though, and treating them like different difficulties is fine. I think my main thing with Greenpetal is that their hero isn't a named character and doesn't benefit from Holly's Blessing nearly so much as the rest of their cards, but considering the timescale this was made in, that's a very minor gripe. I think the art is great, btw! It is very fun.