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Quality of Life / Feature Wishlist

Apparently I can't step away from do;MIN(0). 

Just some thoughts I've come up with over way to many rounds:

1 - Have the code injection descriptions available on mouse over.

2 - Ability to see current code injections when selecting a new one.  

3 - Level task/challenge combinations nerfed/removed if they are terribly conflicting. Link 7 and it raining tiles - I'm unsure of what the odds are for having that be a winnable level. Perhaps with the correct code injections it would be more easily winnable - or maybe it isn't supposed to be winnable? I also noticed raining tiles and connect cards can become really difficult/impossible as the raining tiles will drop right next to where a tile is placed.

4 - Ability to a trade (mutate?) a tile after each round in case you have been forced to take an undesirable one that conflicts with your current deck build.

5 - An undo button just for the most recent move. I have accidentally placed a tile and it made me cry.

I am seriously impressed this was made in a month and I really hope it gets some continued development.

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Thanks again for these! These all absolutely make sense. Especially the number two, wonder why I didn't add that even though I recall having few times when I was pondering myself on the selection screen whether I had another skill or not.

The levels are meant to be very difficult past 20. The pars start increasing by a lot and fast and the tasks become very hard and of course the curses make them even more difficult.

I was toying around with having a card removal and/or skip (and now that I think of it maybe even a one time use reroll) but felt like it might be too much stuff thrown at the player at the start when they're not in need of it. Of course it would make sense to add these as unlocked via code injections.

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It's addicting. An entirely new and unique take on tile/card games. This is something that's going to be on my browser for a while. If you ever need anything music wise to add on to this, let me know.

Job well done.

Is is a very impressive game! Very neat concept and a cool interpretation of the theme

One weird thing I have noticed, when you get a tilt some tiles will not be active for several turns afterwards.  They become also ghost tiles.

The center tile pictured below would not connect to pips. It was like the tile wasn't there but still took up physical space. When a tile was put into play the ghost tile would not activate in combos but would allow the combo to pass through. 

And then a few turns later, they would start behaving like normal tiles again.


Yeah I’ve noticed this too but no idea what causes it. It seems to happen with explosions with the replacement skill which you seem to have here too. 

If it's an error, it's a very graceful one that didn't break anything.

It seemed to occur pretty consistently when combo chains lasted more than 40 seconds or so.

this game is genuinely incredible and has really got me hooked! amazing job

Super polished. Really fun as well!

"Looks like it's raining blanks."

Task: Link 5

¯\_(ツ)_/¯

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Hey at least it wasn’t link 7. 😅 

haha I have just spent far too much time on this game! So much fun. Unfortunately not good enough to make the leaderboard but am on the daily one woop woop!

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This suffers from the exact same problems as some of your other games:

  • Simple core game play mechanic
  • Interesting and complex rule additions as play progresses that thoroughly enrich and diversify game play. I have yet to have 2 identical runs. 
  • Easy to learn and hard to master
  • Terribly addictive

Fantastic stuff, Antti!

I would like to be able to see the description of code rules during game play. The only time I think I ever saw those is when they are first introduced. I'm still not sure what some of them do.  

Some of the runs I had I encountered some awesome code injection combos and then didn't see them again. I'm not sure if that's just a balance/RNG thing. I would like to see those more powerful injections combos a little more frequently.

It's really pleasurable to start playing a game and think "ok...familiar...but what the hell is really going?" and within 15 minutes be very much intrigued as comprehension starts to sink in and the richness of the game play emerges.

I need to figure out what kind of combos you had going on to get that high score you set.

Great stuff and thank you!

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At first I only had the code "description". I had a suspicion that it would cause some annoyance to players who can't/don't want to understand them so I added the "real" descriptions too but decided to show them only when introduced. I guess there would be no harm in showing that message again too when hovering on the icons while showing the code bit too.

There are some quite crazy combinations indeed. There are around 30 different injections in total and they really aren't balanced at all how they're given, everything has the same chance. And they aren't very balanced power wise either. Some of them are pretty bland and I always don't pick them and some are just god tier.

I did want to have more different ones still but couldn't really come up with anything good to add. And I still want to add more of em.

Yeah that run was quite nuts. I think it was the only time during the month of development where I even broke 200k. Good thing it happened when I had already added the leaderboards. 😆I made it few stages past 20 on that run and didn't even fail to not scoring enough but instead faced a very tricky special task + curse combo.

Thanks for playing and so much for detailed feedback! ❤️

I know this is really old, but the game is still being played and enjoyed thoroughly. 


I would really appreciate it if you could go back in and add the plaintext injection descriptions like you mentioned in the above post. 

Interesting game.  I'm getting the hang of it.

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