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Deleted 3 years ago

Great to know,
I will be fixing that soon!

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Nice concept, enjoyed what I saw there. How do you quit the game though during play?

Pressing alt + f4 should work just fine - since this version is just a demo and does not have a fully function menu yet.

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If the game didn't constantly freeze i'd love to play on the regular for about a month and get bored of it, but seriously it's a pretty good game considering it's free

I am really sorry that the game did freeze. Do you have any clue about why it was freezing? Steps that I could try to replicate the freezing.
Or are those just lag spikes in the middle of the game?

I would be glad to know because this is yet a demo version of the game, created to validate de concept and a lot of internal problems of the code were not given much attention.

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Well it only froze twice until i quit playing (since you can't save which i understand i mean it's just a demo), but if i remember correctly both times it was when the last enemy was defeated in a battle and seemed to be somewhat random

Great to know, I will try to figure it out.
Thank you

Round two! It's amazing how much of a difference the recast abilities make! The card draw was really nice as well, though I did end up with no cards multiple times. I think my only real qualm right now is how hard it is to get some heath back, but that may very much be a personal preference. Keep up the fantastic work!

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Would just like to note a wierd bug were the tormented sole casted the weird purple ball spell thing but it just flew off and didnt allow me to continue. didnt know if that was a feature or not. Other than that the game is great 

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As I was playing I realized that there is no way to save your game progress. would helpful if there was one but over all good game!

Yeah, that's true. We actually have not considered a save game in the demo version because we thought the gameplay time was too short to implement that. I will probably not introduce a saving system in this version of the game, it would take too much time for a feature that I only consider essential in the final game.

I appreciate your comment, thank you very much!

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Hi, I meet some bugs with the random generator. It sometimes generate the portal on a indestructible obstacle so I can't go back, sometimes I am spawned in a completely isolate chamber. Those are really annoying.

I am extremely sorry for that, and I will try to fix (actually, I will try to find those bugs in the code hehe) in the next update of the demo version. Thank you for the comment!

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It seems like cardwars

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I actually never heard of that, but I will definitely check it out!

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Heya! I really like the concept here and the combat is really fun, but I think I got myself into a pretty rough situation at the end. I suggest a few ideas like the dash being able to land on an occupied space if it does enough damage to kill an enemy and maybe being ale to trade your moves for cards. I didn't experiment all that much and I'm sure I missed some things, but I hope the feedback is useful!

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Heya CoalFire!

Great to see you playing! I enjoyed a lot watching you play, it actually gave me a lot of feedback about the game.

First, I can see that some mechanics were not explicitly; first of them being the REENGAGE, which could be extremely useful in that last battle because of cards like Sharp Dash and Thunder Smite, which can be cast endless times in a turn. Killing an enemy with Thunder Smite not only teleports you into that position but also allow you to cast that card for free again. Thanks to you, I will definitely add some more information and context into REENGAGE cards.

Also, I can see that you had a problem with long combats and lack of cards in hand, making your turn useless. I also got that same feedback multiple times, and I will probably add more ways to draw cards in long combat and see how that goes!

Another mechanic that also was noticed, probably because I should have given more information about that in game, is the melee attack that you can do. You can damage enemies just like you destroy boxes out of combat, stepping into them. I will make sure to make it more accessible in the next version of the game.

You've also pointed some bugs that I need to fix, like allied slimes not getting the color they should, making that last battle a little confusing; enemies that take longer than they should make a decision and poison cards dealing double damage, when they should deal just 1 health point.

Thank you very much for your coverage, I enjoyed your content! I would love to see you play some more and get deeper into the game once I fix those things!

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I only noticed the reengage mechanic while I was editing, but I can see how that would be a game changer in terms of taking out smaller enemies. Good to know there's a melee attack too, never would have guessed that. Let me know when there's an update and I'll give it another go!

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Hey there! Any news on an updated version? I'm excited to give it another try!

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Yes, the next version will probably be out next week. I've been actually very busy with some research projects this week, and I am also going to take place in the Ludum Dare game jam in the weekend, but after all that, I shall work at the demo again.

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Hey there! Still looking forward to the update to give it another go! :)

Hey CoalFire! Sorry for the long delay, I have been busy these past few days, but I can finally say that the Update is done!
You can check the changelog in the post featured on this page. I hope you enjoy this new version of the game!

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