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ulnari

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A member registered Jun 17, 2019 · View creator page →

Creator of

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Collecting the cards feels bland, you just click "buy 100" until you have the card. If you run out of money, you wait until enough money has accumulated. Having goals like "have all cards with a rating of 10" does not make it more interesting, it is just more waiting.

Arena: I played 100 levels (using an exploit, but that's not the point). From a design perspective, the arena needs fundamental change. Any good game - except reaction games - is about interesting decisions. Or in thee words: Incentivizing interesting behavior (https://www.boardgameauthority.com/gil-hova-game-design-theory-self-publishing-s...)

In the arena, there is only one interesting decision: Buy an item now or wait until something better comes along.
But this decision usually doesn't exist, because most of the time the items offered are useless (e.g. extremely weak items, like stones when I have lasers,, 2x heal 100%, item with +1% Crit).

So make the items offered more useful, then the player will always face the decision to buy now or save up to buy something even better.

Healing option should be available all the time, as it's a no brainer to heal. Just an expensive full heal option is enough, as the interesting behavior would be to risk death, to save on healing cost. 

The initiative and the crit chance increase should be incorporated into other items, then you will have more interesting decisions which items to use (e.g. heavy armor gives good protection, but decreases initiative; small dagger does little base damage but increases crit & initiative).

If all your characters would attack (and get hit), raising initiative and managing health would be more interesting. 

In general, I strongly recommend to change the design perspective from incremental (repetitive, no-brainer) to decision-based (choice, tradeoffs, incentives, impact -> player agency). Look at all your systems with that "lens", and think about how you could introduce interesting decisions.

 

What is the purpose of the different card series? Is it just to spend coins? I am not into incremental games, because they don't have any interesting decisions. But the arena seems to be something where I, as a player, have agency. The basic decision seems to be: Buy now or later. This could be something to built upon.

UI/UX feels quite polished, well done. I like the Arena battles, they have the most game mechanics (still not much, but at least you have to make decisions what to buy with a limited budget). Would love to see more options there.

Nice, I already love the prototype and will definitely buy a full game. But I liked the older prototype more than the newer one. With all the new ideas added, make sure to playtest and balance it properly.

That's a feature, not a bug :)

Gameplay feedback:

- The Milkman (or a new character based on him) should increase the buffs to two and three persons behind when leveling. This would enable combos like Milkman + [Tank] + Stoner + Assassin.

- Cursing the king does not work, at least not a second time.

- Running out of slots is irritating, it would be nice to have a separate inactive slot just for leveling and combining.

- Ability to unlock an extra active slot on a lane would be nice.

- When getting an entity to lvl 3, a current lvl + 1 entity is added to the selection area (top right). When the top right slot is occupied, nothing is added, which is irritating.

- The Mage is complicated to use, if you cast multiple spells, Mage only charges once. Maybe Mage could cast from given spell books randomly, or behave differently from other ranged characters. E.g. Mage could shield or buff neighboring character in adjacent lane.

- Further ideas: Flying characters (attacking the rear or going straight to the tower), area/splash attacks, "on death of other character" effects.

- Some sort of progression and different challenges as you wrote would be nice for replayability.

- Didn't know how to make the game on Windows fullscreen, window was quite small. Mac build would be great, dunno if this is easy or possible with GameMaker.

- Are you looking for collaborators? I would be interested in porting it to Unity.

Thanks for the hint, but what is the beef cake?

Great single combo I found was the golem guy that gains attack when attacking, with shield item and healer.

This game is genius. I am trying now to beat the king with another combo but the obvious summon/bard synergy.

Nice game, found it too unforgiving though. It suffers of running leader syndrome. If you ever fall behind, you are doomed. There are no comeback or diminishing returns mechanics, e.g. enemy minions could lose health when attacking the player, upkeep cost for minions on the board, or one round of immunity for newly deployed minions (right now, they are immediately destroyed by a strong opponent, not being able to attack at least once).

Great game, but also had issues with the qwertz keyboard layout (like the person below). Setting the keys yourself in control options would be nice.

Doesn't work on Macbook Air M1. Running the jar file shows a window dialog to screen size, but clicking on Start Game just exits the dialog.

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Superb update! Witch has cool combos and skills. I like collecting both of the buff+1 cards, and playing them together, so the second one becomes +2, adding a combined +3 to your other cards.

Artwork is top notch again. I love how the witch becomes the old evil hag when she gets hurt 😁

Eagerly awaiting the witch update!