Good to know, thanks!
raghunandan
Creator of
Recent community posts
Further feedback:
- The student who says. “Oh Edwin! I ran into Arthur earlier…” Since Angel is the one that engages him, shouldn’t he greet Angel first?
- Scan spell name and especially animation seems more Sci-Fi-like than Fantasy.
- Change weapon is a bit unintuitive. I have to click on "Change Weapon" and then on the character I want to change weapon for. You could consider having the "Change Weapon" just for the character whose turn it is now. Also the character selection has to be done even when there’s only a single character on my team. And the menu goes back to the higher level. Tech, Magic, etc. So initially I thought the screen had got stuck after clicking on "Change Weapon".
- After finishing a combat, or using teleport etc, Angel and Edwin appear one behind the other, which seems a bit odd. Upon clicking to go somewhere, they become separate again.
- Quest text needs a darker panel background as well, for readability.
- In the interaction with Professor Slominsky, the font size keeps changing between small and big.
I was delighted to find a small card game: Monstrocards. I’d like to know about it and play more :) Did you design it as a mini-game for Verloren?
- There's two things here: an indication on hover, and having to click twice to select an option.
- Regarding hover, I'm not suggesting an option. It's not too big a deal. But I would prefer some response on hover.
- Having to click twice is a pain though. You can decide whether to change this based on feedback from other folks as well.
- Idle animation for the player character, mainly. Again I haven't played many RPGs so I don't know the standard. Once I came back to the game screen after a while from another window, and I had to look hard to figure out where I am on screen. I don't know if idle animation is the way to solve this, but something to think about in general.
Fun game :)
- Nice energetic music track!
- Liked the upgrade system and the different upgrades offered.
- Auto-gun is cool!
- Auto-gun vanishes when there’s no enemy around. Once added it should be visible at all times.
- Also if take more than 2 auto-guns what happens? I can only see 2 on the screen.
- More variety in enemies and missiles would be good. (This answers your feedback question on what to add).
- Sometimes the upgrade choice is repeated while selecting. That is, you get the same upgrade choice in two slots.
- Wasn’t sure what the repair system is doing. Do you lose when a building is damaged completely?
- The game exited with an error in wave 11.
Well done overall!
(This is a partial review… Will spend more time on this.)
- The game looks good! Can’t point out all of the changes, but there definitely seem to be a lot of enhancements over the previous version.
- The new cursor is nice. (Although maybe it’s a bit big, especially compared to the character in-game).
- The zoom in for the hidden passage in the first scene is a good touch. Can’t remember if it was there earlier.
Again, game feel is great as always. Lots of stuff going well here, won’t repeat myself from the FQ7 feedback. I’ll focus on points of improvement:
- In the menus, I have to click twice, once to get the cursor onto an option, and then again to register the click.
- There should be some hover indication for the menu options.
- “Here we’re, sweetheart, we’re finally out of…” I think the first “we’re” should be expanded: “we are”.
- “encode your name” => “enroll your name”?
- When you click on a location, the repeated square expanding effect until you reach there is a bit jarring. Maybe reduce the size of the square (or circle may work better?), the intensity of the effect, and make it happen only once.
- You should consider adding some idle animation for the character, even if it’s very minimal.
- History of the Tower of Knowledge excerpt: hard to read as the text colour is similar to the background colour.
Thanks, I'll work on rephrasing that.
Oh yes, the fairy. The game only has buildings/structures right now. But if there's something associated with fairies I'll be happy to include it in the game :) I already have Tree-House. Or Mushroom-House. Can call either of these Fairy-House. Or Fairy Castle, etc.
- Glad to know you liked the gameplay :)
- I'll work on adding more cards, specially terrain.
- Swamp and Obelisk/Longhouse is a powerful combo.
- Grassland explanation is a bit long. Is it easier to follow once it is triggerred? Will work on making the explanation more intuitive.
- Yeah nuclear plant can be played on the last turn bypassing the turn penalty. I felt the value of 15 was reasonable for that, since playing on the last turn is also a restriction of some sort.
- I considered the running out of buildings situation, but didn't give it too much thought as I felt it was unlikely. But clock and castle combo is a good one! If that happens maybe the player should lose?
- For the Pagoda, I had more mechanics to refresh the hand, making it more likely to draw it again. But it was a bit excessive so I removed them. Will add in some stuff to assist Pagoda in future.
Thanks so much for playing and the detailed feedback!
Cool tactical battle game! One of the best games of the jam for me.
- I like grid battle and also card games. Nice combination here.
- Having all actions cost the same simplifies things and makes it easier to plan.
- Being able to discard and redraw really helps.
- Good variations of terrain that create different contexts for battle.
- Neat that you can execute actions in any order for your team, and even interleave actions.
- Would be good to show enemy HP somewhere.
- Friendly fire is a nice feature that you need to plan around.
- Some cards are clearly more powerful than others? Eg: Bulwark (4 defense) vs Shield (2 defense)
- Nice range indicators on the cards for cell where ability can apply. (Side Slash, Shadow Whip, etc.)
- How much does the defense go down each turn? Does it reduce by half?
- Sometimes I felt that my characters would lose HP even with defense.
- Upgrade system is cool. Allows you to nudge your characters into specific builds that complement each other. Melee, ranged etc.
- Got to the Mage, but couldn't defeat him. Forgot to account for the winds, and was suddenly wondering why everyone shifted up!
- The gameplay reminds me of Into the Breach with a square grid and team of warriors on either side. Of course, the card actions are new here, and add a lot of variety to the battle.
- For reference, you may also want to look at Alina of the Arena for a mix of spatial battle with card abilities. But this game seems closer to Into the Breach, as (1) this is a team battle, Alina is solo, and (2) this game manages to keep the feeling of tactical grid battle intact, in Alina the focus is more on the cards and deck (like Slay the Spire).
- There is a bit of learning curve to this game, but felt good when I got the hang of it and found myself clearing levels.
Overall this is a fun game with good gameplay. A great entry for the jam, and a lot of potential to take further. All the best!
That was super challenging and fun!
- Really good interpretation of a “storm”.
- Was able to play it after reading the walkthrough, but still managed to save only 1 person in 3 attempts.
- Somehow wasn’t able to stop the kid from shooting at everyone else, and it looked like this caused everything to go downhill.
- Nice music and artwork.
Good job overall! :)
Cool game with great aesthetics and feel.
- Amazing that this was built without an engine.
- Sometimes when a ship would dock, it was difficult to click on the ship to navigate it, as the click would register on the dock instead.
- The ship docking sound is great. Allows me to go to another tab, and come back when I need to do something.
- Gives the feeling of an idle management game.
Well done overall!
Very cool battle game.
- Really liked the idea of customising your build before each battle, based on the enemy.
- Would have liked more time to do the build customization though. Often the fight starts before you’re ready, when you’re still customizing. An explicit “start battle” button would be helpful.
- Would be good to have a fullscreen option.
- The level of detail in ability selection is great, with skill points to be distributed across different categories of skills.
- However, I felt the combat system leads to an underutilization of the skill tree due its real-time nature. I found it hard to do a lot of planning or customizing during battle, like for e.g. when the elemental nature had to be switched between nullifying the shield or attacking the enemy.
- More of a personal opinion, I would have preferred either a full turn-based system, where you can actively plan each move, or else an autobattler, where you mainly focus on the ability selection.
Either way, the core game is great and has a lot of potential. All the best!