I'd recommend looking at how Dire Decks does it. Simple, but great.
Interesting take on the OG game. Curious to see where you take it.
cuttleshock
Recent community posts
I come back to this periodically, and it's really interesting to see the changes you make. Personally, I find the current unlock system pretty frustrating - it's pretty limiting, and forces you into playing particular strategies that you don't otherwise want to, purely so you can unlock other things, rather than feeling like you're progressing. I've also found that you now (moreso than before) need to have some kind of discard mechanic, in case you fill up the board and can't play anything, so can't get new cards. Deadlocks are not fun. :(
Updates working nicely! Unsure if you made any changes to the deck shuffling - it mostly seemed to be behaving better, but seems to still break down a bit if you play a couple of games in a row without refreshing..?
I also managed to get that combo to go off. I need to sleep, but I'll probably see how far I can push it tomorrow.
I dig this game a lot. I've been playing it a bunch over the last few days trying to get beyond Year 6 - it's tough. It's a lot easier once you figure out some of the hidden combos, but still challenging. (I've only found a couple, I'm not sure if there's more.)
There's one strategy that I think is overall more sustainable long term, but requires a bit of luck getting a good deck for it.
I've noticed a couple of issues you might like to be aware of, though:
1) The discard gets reshuffled into the deck every turn. This can lead to you picking a card and then not drawing it for many, many turns purely because of bad luck. A better (more intuitive) system would be drawing through all of the deck, moving things to discard as you play them, and then shuffling the discard into the deck when you need to draw a new card and there's nothing in your deck. This means you're guaranteed to see all the cards in your deck within 2 deck rotations from when you've bought it.
2) There's a couple of hitbox issues. The status tracker in the top right appears to prevent you from placing tiles easily in the top right tile, and (more obviously) the top second-from-right tile. So you can click on space that's within both the box of the 2nd-right tile that doesn't appear to be covered by the status tracker and it won't do anything, but if you click in the bottom third or left third that's entirely outside of the tracker hit-box then you can still place tiles there. It's pretty annoying.
3) A similar sort of hitbox issue comes up when you have the cards raised to read details and you try and place tiles in the bottom row that aren't visually covered by the cards, but would be within a plain rectangular hitbox area of the hand overall.
Fairly minor issues, but would definitely make the game feel a lot better!
Cheers for making a really neat game.
I really dig this game. It took me longer than it should have to realise that you can move and delete tiles, which would have made a huge different earlier on (but I guess that's on me for not reading tutorials fully...), but I managed to get up to village before realising.
I don't know if they're meant to work like that, but it seems like research tiles like Causeway and Glacier say that they should synergise with themselves as neighbours, but end up providing +0% benefit to any of the tiles of the same type. Is that right, or is that a bug..?
I want to like this, but I just find myself stupidly frustrated with it. The core mechanic is kind of interesting but kind of hard to figure out, but ultimately it's incredibly frustrating to actually do anything. I got up to the chamber of invisible wall bounce pillars and gave up. Clamber behaves kind of inconsistently, wall bounce is rather unpredictable about how it will behave and when you've successfully performed it (even just a sound when you hit it correctly would be a huge help), the tax for failing the jumping puzzles is fairly steep which discourages people from experimenting or taking risks (which they NEED to).
Switching between mechanics could be far better if they were hotkeyed, or something..?
I feel like you've made something where the mechanics make sense to you, but you've not really thought about the average player who doesn't already know the secrets, and doesn't know how your movement system is meant to work. My recommendation would be to get someone who you know to playtest it. Don't tell them anything about it, don't give them any hints, just give them the game and watch them play. Note down every time they get frustrated, or fail to make a jump, or when they say that they want to give up.
I'm not saying that you necessarily need to make your game easier, but I do think that you need to make it easier to become skillful enough to take on the difficult challenges that you've set up - if that makes any sense..?
I note that it's "in development" at the moment, so I hope to see updates that make this a bit more playable. It's a cool idea, and I'd like to see it work.
Nice! And thanks for the talk link, the whole thing was super interesting. I generally agree on trying to avoid dexterity puzzles, but I think there's some potentially interesting variations that you could work with here. At very least - platforms that you need to be carrying enough coins to weigh down far enough could be an interesting inversion of "don't collect too many coins or you won't be able to jump high enough". It's kind of the same as eating enough to avoid the roof spikes, but I think it would feel different enough to still work well.
Interesting idea, I kinda dig it and am keen to see where it goes. May I recommend and intro area that shows the mechanic to the player without describing it with words..? Perhaps a series of three progressively shorter jumps, each with a coin after it, and then the chest? After that making a bit clearer and introducing them to more order-of-operations puzzles should seem a little more obvious and you won't have to have your written disclaimer or answer as many questions.
Other things that could be cool to see incorporated into puzzles: trampolines, teleporters, moving obstacles, moving platforms, reverse gravity. Curious to see what the end product is like!
After the passives update:
Took a few runs to luck into the right cards and upgrades, but I became functionally immortal and chose to die. Overall, I think this is more fun, and better balanced. Genuinely interesting additions, the QWER UX is really nice, and I'm liking where it's going in terms of new cards and variation.
Inconsequential bug, that's probably easy to fix and was likely only introduced with the QWER addition: Whenever you play a non-attack card with QWER, the player object turns to face due east. In fact, the player only turns to face the mouse when you play an attack - which is probably fine, but I would lean towards either having the player object always tracking the mouse or (if you're concerned about efficiency) allowing allowing the player movement function to exit early if a non-attack card is being played (and so not move the player at all).
A potentially nice feature for this one would be able to see the state of your overall deck when you're trading your cards - but not being allowed to trade anything but three. Though I do kinda like that "nah, you have to remember/do it by feel", and it keeps the UI less cluttered - I guess sometimes it would just be nice to have a better idea of how balanced your deck currently is.
Are you seriously releasing a really solid gameplay, interesting, and new game every week!? This is nuts. Please tell me this is actually a backlog that you're slowly releasing. Or you're actually three developers in a trench coat a team of people. Or this is literally the only thing you do with your time (not just free time, all of it).
But... Seriously, keep it up. I'm continually impressed with your output.
Solid game. One minor change that would be good: It's unclear which bullets will pass through objects, and which won't. This makes sheltering behind objects to avoid damage a, uh, risky strategy. This could be as simple as changing the bullet sprite for those shots. (Though also it seems like if something would fire into an object, that bullet will always go through at least that one object.)
This is... Stunningly well done. The one major issue I have with it is the lack of ability to control multiple units at once. Though I totally understand that this is likely due to the restrictions of the format, it's juuuust a little painful when you're churning out more units that you have time to manage along with your other microing and macroing. (Which isn't that many. Maybe... 2-3 at a time..?)
Perhaps a simple solution to this might be allowing the ability to direct units somewhere using just the mini-map..?
Pretty decent! 9 coins, 21:02.36. Most of that was trying to figure out how to consistently wall jump and get back on the one block ledges without using dash. Still.... not 100% on that technique, and while I'm not totally sure, I think it's required to get the last coin when going above the triple dash coin..? Unclear.
A "reset section" button would be really good. I had to forfeit a few runs due to getting stuck on blocks, and being unable to reset to the start of that section. (Ideally, that wouldn't happen, either, but I get the sometimes collisions mess up)
For the truly hardcore stat hunters (not me, lol) a death count might be nice at the end.
Really neat little game. Super tight mechanics. There's a bug in how it resets after a playthrough, though. Sometimes cities remain burned, sometimes ground remains scorched. And another in occasionally cities that haven't been burned or dug up get recorded as destroyed. Unsure on exact steps to replicate though, sorry.