Thanks for playing! Sale is “Score 50 points with only 1-cost tiles.”
sunil.
Creator of
Recent community posts
This is really good! I love the spell-casting mechanic, and the way spells are randomised each run. Looks great and is very smooth to play. The dungeon generation is also nice.
I think experimenting to find new spells could be made more exiting: mana is so precious, and on top of that you suffer mana-burn for getting it wrong! Maybe you could unlock partial information about spells when you fail…
(Fwiw, your Rust+WebAssembly engine is really smooth. I’d like to know more about it!)
This is exceptionally cute! I found the controls a bit hard to get my fingers around, but I fell into the swing of it pretty quickly. I definitely felt the stress of running a popular café! I would have liked the bots to be a bit cheaper, so the player can have fun with them a bit sooner: I never got up to 3000 gold.
The first time I played, items got generated around me such that I couldn’t move – that confused me a lot until I restarted.
I’m impressed by how rougelike it feels, despite, at first appearances looking like a completely different type of game.
I love the addition of line-of-sight here, and the fact you have to learn bit-by-bit what the various pickups do.
And even the helpful green blocks, can kill you if you’re not careful. And I was not careful. A lot.
Really good game.
Very useful! I am surprised Agendas are not more commonplace in game frameworks. I, similarly, made an “Actions” library in PixiJS which amounts to the same thing.
With an auto-battler this is less relevant, but for “normal” Hearthstone, I really like how the effects are calculated immediately, it’s just the animation which is queued up (as evidenced by cards losing or gaining a green border as soon as they would be playable, regardless of if the animation has shown you the current game state yet).
An excellent game. Having achieved this in 7 days is a really impressive feat.
The game is super fun – but I will admit, I think it’s a bit too easy! I would have liked there to be no end, to see how far I could make it into the dungeon.
The art style is super cute. The deconstruction into 2 dimensions is done very well: you still always feel you are making interesting decisions.
This is fun! I like having randomly generated cards: it means you have to keep making your own evaluations of what’s strong.
The constant possibility to sell good cards to hopefully improve the deck in the long run is interesting, and I’ve not seen that in a deck builder before.
I died often to my own greed: especially for those cards which increase in value when you play them!
This game is very good.
That you’ve crafted interesting decisions when you can (mainly) only choose left or right is impressive. I enjoyed all the choices, and was very satisfied when making cool combos with items and upgrades (boosting damage on the cross was excellent!).
I would have liked the item descriptions to appear without needing to hover with the mouse to make it more friendly to keyboard-only play.
If you have a canvas containing the image, you can change visibility using the show
attribute:
canvas_name.show: "none"
canvas_name.show: "solid"
To show or hide it on a delay, there is a simple way and a more complex way.
The simple way uses the sleep
function. It (mostly) pauses the whole program until it’s finished sleeping. For example, you could use it in a button’s click action:
# Simple, e.g. button script
on click do
card.widgets.canvas_name.show: "none"
sleep[60] # number of frames to sleep for
card.widgets.canvas_name.show: "solid"
end
Complex uses sys.ms
and recursive go[]
functions to allow other things to occur in the meanwhile. You’d need a hidden field to store some extra data. Here the image shows after 1s.
# Complex, with a field called hidden_time
# Button script
on click do
card.widgets.canvas_name.show: "none"
card.widgets.hidden_time.text: sys.ms
go[card]
end
# Card script
on view do
elapsed: sys.ms - card.widgets.hidden_time.text
if elapsed > 1000
card.widgets.canvas_name.show: "solid"
else
go[card]
end
end
Edit: solved!
Is there a way to include multiple where
conditions?
Example:
data: select num:("1","2","3","4","5") parity:("odd","even","odd","even","odd") prime:(0,1,1,0,1) from 0
What I want:
extract num where parity="even" and prime from data
Edit: Of course I find it as soon as I post. The answer is brackets!
extract num where (parity="even") & prime from data