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Siran Luthiel

24
Posts
A member registered Aug 05, 2019

Recent community posts

This is basically what we are doing to AI's aren't we?

Well I doubt current one are anywhere near able to process how awful this is, but if we ever get to the point where it's a thing it's actually disturbing thinking we could be sending a sentient being through that kind of hell

You had exactly the same process ^^ (also the irony of having to do a captcha to login to post this comment T.T)

Hey it's your fault if I decided to try to go for highest level I could =p

No but you can get extra items (not the weapons but the support items) in  purple and orange chests so you can go over the limit that way (and once you got them you can upgrade them... sometimes? Sometimes you need to find another chest with the item again for it to register that you should be able to level it up instead of giving you gold).

it's 6  weapons and 6 items by the way not 10 =p (and weapons typically go up to level 8 with a few exceptions, while the items often go to level 5 except duplicator I think which only goes to two, but is broken as fuck).

And yeah most of the levels beyon 60-ish are just gold/health. and most of them are obtained at the very end where you get shitton of xp if you've set things up correctly (enough damage to clear things, stacking bonus xp, attractor to grab the gems, and keeping bonus items around to grab as much as possible before the very end).

Lvl 145, probably time to stop playing =p

This kinda feel like a worse rock paper scissor. I think you could have a good game there but you'd need to be able to build your own deck so that both players don't have the same pool of card and there is a reason to think about what mode you're selecting.

Currently you have no information on what your opponent will do so the mode selection is purely random except when you get an effect with a mode in which case you have no reason not to select it because your opponent can't know you've drawn that card.

Nice! I don't think I'm beating that =p

Very cute, not a lot of content obviously so it gets stale pretty fast but a pretty good idea, could get complex very fast with extra packs and more difficult ruleset for advanced buildings.

Really feels like rotating thee world and ability to destroy things would improve it a lot though. Also just generally would like the placement to feel more responsive, currently I often have to click multiple time for something to be placed which makes it tedious once to start generating enough money.

Pretty cool, not sure what the two first medal I'm missing are though =p beaten the game 3 times so far (well twice if you don't count the auto lose vs the last boss the first time), it's not very hard but it was a lot of fun.

I feel like the heavy dice are pretty broken considering they're basically one free dice every turn and on top of that they work very well with boost dice which are themselves very good.(though thankfully they don't scale with each other, so you tend to want a small number of dice and one good dice boost that basically becomes a wildcard that substitute for any type of dice you need). I'm pretty sure they also kinda break the last boss reducing the number of dice they use (probably because the spot they try to use is occupied).

There also isn't a whole lot of scaling in the game so it becomes very easy once you've cut enough bad dice in the early game and start upgrading. Almost died to my first encounter with the bee cause I didn't get how it worked initially but other than that I never really felt in danger.

I really like that the maximum shield scales with max health, it makes health upgrades actually very useful, that avoids the issue of health becoming irrelevant once you accumulate enough block generation. Though block itself becomes kinda redundant considering you can get healing dice that aren't glass (even heavy ones) so at this point taking damage isn't even an issue.

All that being said I just really like the board things and I think it's very well used considering the small scope of the game, lots of varied ways ennemies try to screw with iti. Though I would like if there was a bit more feedback on what ennemies actually can do and are going to do. It's not very hard once you remember the attacks and general power of each ennemy but it can be a bit frustrating to not know how dangerous an ennemy is and it probably pushed me to play a lot more defensive than I needed to, maximizing my block "just in case". I'm pretty sure adding ennemy intent like in slay the spire would allow to increase the difficulty without feeling unfair and just make the game generally better.

Kinda sad that buying maximum dice roll doesn't work, never rolled above 6. I also feel like having the board be random too doesn't help, you have no control so it's not fun randomness and if you're unlucky you can completely miss out on upgrades either through having no shop or having no fights to get gold.

The attack buff should also definitely tick down at the end of next turn and not end of that turn, at least if you had no buff prior, cause getting 1 on a buff means you essentially do nothing.

I also feel like the base value of actions (and health/damage of ennemies) should be higher so that you don't feel like you're just skipping a turn if you get less than 3 and rerolling would be more interesting that way as you'd still lose some power but with some guaranteed base damage/shield/etc, you would be more inclined to fish for specific effects (that's kinda the case already when you get an upgrade but I feel that should be the default, it just feels much better)

Damn that was very good, I felt like I was just making things up but at the same time I got a perfect (I think? tried again getting wrong on purpose after and I immediately get killed so I'm guessing I got all right).

I don't think it would make a great game if it was a full game of just that but it's actually a pretty interesting system.

What I would like to see on the other hand is a system like that used as a  sort of divination skill in a game, where you get very cryptic messages about things like an upcoming quest and it would help you prepare for it if you interpret it correctly. 

Fun concept but the x4 dice are extremely broken lol, you can basically stall early fights for tons of money and then do x4 then x16 dice to one shot the entire game, reach armor cap in one go or generate even more money (to get dice that have perfect result for exemple). I didn't bother getting a x64 with the last dice cause I could tell the game wasn't expecting me to do that (and yeah, I one shot the last boss with x16 aoe).

Typically you want to avoid reliable exponential increases in your balance =p eitherthat or you need to balance around player abusing it but that makes it impossible for those who don't figure it out. I would remove multiplier dices entirely, or limit them in some way, or replace them with additive dices.

Other than that it works well ^^

Very cool idea, drag and drop feels a bit sluggish and there needs to be some form of limitation to infinite rerolls (maybe a variety of ennemies would help too).

teleport dice are mostly inferior to attack dice which makes buying them pointless cause your money is probably better spent buying attack and removing move dice. But with more time to develop interesting level that balance could change. Other type of dice could be cool too.

Not being able to see the dice bag content also makes it feel a bit less strategiic and a bit more "shuffle around and end turn until you got what you need".

Pretty good, one minor annoyance is that the non polarized switch doors have a "cooldown" which means if I try to go through one and then immediately turn back I get stuck running against them and have to turn back and then push against them again. Noticed that immediately with the first door.

Puzzles felt honestly a bit easy and most of the time there isn't even really a way to do things that don't progress towards solving the puzzle so you could solve it accidentaly.

Last puzzle on the other hand was super frustrating. I kept messing up the throw and the timing and angle to change the polarity is relatively precise considering you have to then run quickly otherwise the block squishes you, I had the solution and kept failing for a while because I didn't succeed to apply it and that was really annoying. Another major annoyance was that the button was too far from the wall so even when the throw was successful the magnet sometimes got stuck behind the button without actually pressing it. The jump is also super tight and I had to reset multiple times because I got my magnet stuck on the other side and failed the jump. Overall a very unfun level for me and I was disappointed that it was the final level too since I expected a last more intricate level once I unlocked the final door. I get this is a demo but getting a thanks for playing when you prepare for a final challenge is a bit of a letdown especially when you come out of a very frustrating level =p

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This was my final backback for my first game (the fluffy cotton was final boss reward, nothing was appealing but if I kept going I would have got rid of it using it as a consumable slot honestly).

I really liked the game! Not sure I would play it multiple times but it was really a lot of fun to figure out, and the backpack mechanic really give tough choices and let you feel clever by fiinding small optimization.

The cursed blade was my first legendary item so I took it cause it looked cool and I ended up never using the curse buff, but it still became core to my build because of the conductive property that allowed me more flexibility for the ring of doom and warrior's spellbook, which was essential because the glass bottle and dark whetstone were also asking for a really specific organizing.

In the end the build was both able to deal a ton of damage quickly to get rid of dangerous ennemies, and stall for a very long time while regaining health and keeping up with ennemy scaling by scaling faster defensively. Very powerful and fun to play and super rewarding to make.

I'm rambling a bit but point is this is exactly the kind of dynamic you want in a game like this so this is a great success!

I'll probably play it more once it fully releases. Mostly hoping for polishing (the game feels a tad clunky and slow at times) and things that make you want to play it again. Currently I don't feel like I'd get that much more out of multiples runs even if I'm slightly curious about other builds, I think it might be due to a lack of event and ennemy variety that makes it feel like you've seen everything after a single run.

I'll be honest this is awful xD

the movement is janky as hell, the camera is a nightmare,the concept isn't super interesting and there are weird decisions like being forced to talk to the skull everytime when it always says the same thing.

Still hope you had fun making it and that it was a valuable learninng experience!

"Game over!

You shouldn't have won the game, it was not supposed to be possible. Maybe a bug  occured. Try again and see the real story."


Apparently I'm so good I broke the game =p I'm not 100% certain if the AI had a possible move when I won, it's in the last phase I managed to survive long enough that it'd give me a win. I was really proud of myself for pulling that off!

I realize how I can get other endings, I just think having a small icone in the scene selector for places where you have choices would make it a bit easier ^^ but it's a small thing.

And if you reference me replaying in novice it's because I don't want to replay boss in nightmare for those story bits =p (also it's fun to stomp bosses that I had trouble with ^^)

Soft lock happened when I was trying to skip a scene, got stuck on an empty dialogue box and couldn't progress further. I had this happen multiple time with lionel with scenes before and after the slime king boss. Only happened on nightmare

The game is great so far! did fain and lionel in nightmare.

Fain is super fun to play but there is an obnoxious bug where sometimes the roll is locked in place and doesn't make her move out of the way. A lot of time it's not too bad cause of I-frames but it killed me a few times. Especially relevant on the watcher and the golem because of their shockwaves and lasers.

I really love the boss design, they all feel very different, attack patterns are challenging but all feel fair, even those you go "bullshit" at first end up being pretty manageable once you know how to deal with them (except the random eye attack on the watcher, this one is still bullshit to me =p).

I played only two character so far but they also feel very different to play while still having enough similarity that what you learned from the previous character makes you better with the second.

Currently I'm redoing lionel story in novice to see what happens with other choices (especially wanting to abandon fain since I didn't do that the first time and seeing fain story it seems to be the canon choice), and I have two nitpicks. 1) Skipping a scene also skip choices apparently, I kinda wish it sent you to the next choice if there is one. 2) I think an icon in the scene selector for scenes where there are choices would be a nice QoL improvement if you want to try things out.

I also had a few issue where I softlocked the game when using the skip option which was obnoxious.

It was fun!

Though a bit shallow, once you hatch your first queen there is no real point in playing more, I basically had the entire tech tree except bee/queen upgrades at that point, and they cost way too much to be worth making before your queen, but once you have the means to make a queen there is no real failure possible anymore so they are a bit redundant.


The thing is that after first queen you either keep going with a hive that is capable of producing everything it needs or you start over with such a massive tech advantage that there is no risk of failure if you already did it once.

I wouldn't see it as a problem to have a short focused experience like that if "making your first queen" wasn't presented as the end of the tutorial, when anything beyond that is in fact new game +

Aside from this nitpick it was a very wholesome and enjoyable experience! And the way building upgrade did keep me playing a bit to satisfy my optimization obsession =p

Oh I guess I can add another thing, I think the map is actually a bit too big. At first I wanted to do a second hive and just fill the map in a beautiful optimized pattern, but I ended up just giving up in boredom after I did about half the map and had enough ressource production to create way beyond any ressource I'd ever need (by that I mean I could make the 600 jelly for a queen in a matter of seconds)

I think a map 2/3 the current size would fit more with the scope of the game without being excessively restricting.

Well I hope that was useful and interesting feedback!

Thanks for the game~ buzz buzz

I finished it that was intersting <3 It's really cute.

One big flaw I find is that it's not grid based, which means you can get blocks that are only on half of another block and it's more frustrating than interesting in my opinion.

Another thing is that I don't really like the character falling at the start of each level, and it even forces a reset on some level even if you instantly understand what to do because you have to prepare your fall at the start of the level (thinking of level 12 where as far as I can tell the best solution involve picking the orb on the left while falling then returning to the right before the path is blocked).

Maybe you should also clarify that bombs can also be used to kill ennemies, some level are probably impossible if you don't realize it (and I realized it only through sheer luck).

I like the idea but I really dislike being regularly insulted by the game, especially considering that when it's your turn to be forced to bet you basically can't do anything to change the outcome so being told I suck when I couldn't even play is... meh.