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Josh

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A member registered Jan 22, 2022

Recent community posts

(3 edits)

I don’t know what the best place to report bugs on the published version is; I have the Switch version, and can’t use the Steam forums.

I found a bug in the true ending path. Since Itch doesn’t have spoiler markers, I’ll try to describe it in a spoiler-free fashion; happy to provide a more detailed description if there’s some other way of submitting a bug report.

After time moves forwards, there’s a low-contrast (green on green) hard-to-read text box. I quickly took a screenshot to investigate later, then because I couldn’t read it, I tried doing the thing you can do earlier in the game to read secret messages. I opened the menu to do that, changed that setting, it didn’t make a difference, then I saw the credits start to roll and didn’t want them to roll with that setting still set. So, I opened the menu again, and it opened under the credits. I tried to blindly navigate to change the setting again, but I think I accidentally hit the “main menu” option instead. From that state, trying to resume the game (with “play” rather than “new game”) resulted in the game trying to load indefinitely, freezing at 90%.

(I did, ultimately, figure out what the green-on-green message was, when I went back to examine my screenshot and zoom in enough to just barely make out the text and then decode it. And I went back and played through the true ending again to let the credits roll and get the final achievement.)

Thanks for an exceptional game! I hope this bug report is useful and gives you enough information to reproduce the problem on the Switch version.

Beat the final boss with zero health loss without looping:

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Victory on Ascension 6! Pretty happy with how the deck turned out.

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A couple of ideas for higher ascensions and higher bonuses:

  • Ascension: All enemies gain 1 block on every turn.
  • You could add one more card to the normal shop, and then have an Ascension that removes one card from the shop. This also means players get to see more things early on.
  • Ascension: The starting curse no longer exhausts when played.
  • Ascension (possibly a last ascension): One less starting HP.
  • Bonus: gain one random common relic. (You’d want to divide the relics into at least common/rare for this.)
  • Bonus: one extra freeze per game.

Just realized that enemy shield doesn’t seem to work that way: if an enemy has shields, and you don’t attack, the shield remains next turn.

Sometimes restoring a saved game results in an empty hand and only an “end turn” button:

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Ascension bug still exists in 0.2.2; I played a game on Ascension 6, lost, and when I went to start again, there were no ascensions unlocked.

The lexicopedia doesn’t seem to be scrollable. Mouse scrolling, clicking or dragging the scrollbar, and clicking or dragging the content, all did not work.

Thank you for a really fun game; I’m enjoying playing it, and playtesting it.

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Interesting idea. A few bugs:

The game timer should not be running in the background while initial explanation dialog is showing.

If you pause the game, then switch away from the tab and switch back, the game unpauses; it should not unpause until explicitly hitting resume.

If you pause the game, and hit “Quit”, the game just resumes. If you pause and hit “Quit” again, then it quits.

Please consider pausing while the shop is displayed.

The explanation dialog doesn’t say anything about how to hit enemies; it says hitting q “gives you a set of attacks and the number is based on how you roll”. I was moving around hitting q and trying to figure out why nothing was happening. Didn’t realize that the game requires the mouse to aim; would be helpful to have that in the tutorial, not just the bottom of the itch description. (Would also be awesome to be able to play with just keyboard.)

On mobile, with a lot of cards in hand, with the cards partially overlapping, if I touch in just the right spot it’s possible to play two cards at once.

I just confirmed that if I play the cards slowly, waiting for each one to disappear before I play the next, the error never occurs. Your testing needs to include playing cards as fast as you can click/touch. :)

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I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?

EDIT: originally wrote a comment that mischaracterized the animations, rewrote it.

The feeling as the cards fly into the enemy before going to the discard feels good.

The way they get drawn and discarded feels good.

The “phantom card” in the hand that dissolves while the real card moves feels wrong, compared to many other games I’ve played with hands of cards. The fact that it’s a distinct object, while the card itself flies off, feels off compared to everything being based of the card itself.

(4 edits)

Got that while playing a series of the zero-cost two-gold or two-damage cards. Nothing out of the ordinary.

Once I got that, refreshing the page and trying to restart the game had it stay on the screen that says “Running…” forever and never start. Eventually that stopped happening, but it happened several times in a row after getting the crash.

Just confirmed that I can reliably reproduce the same crash by playing the zero-cost two-gold and zero-cost two-damage cards in a loop. And afterwards, refreshing has the same result: stuck on the “Running…” screen.

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This is delightful.

I’m missing one of the 15 cats, and have been over every square of the map. :(

I think I figured out how to reproduce the problem. Click the upgrade card, then quickly click the card you want to upgrade while the upgrade card is not yet in the discard, then click the upgraded card to play it while things are still moving to the discard. That seems to reliably make the end-turn button stay disabled.

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Beat Ascension 1, got “Ascension 1 unlocked” again, no Ascension 2. :(

Nit: if a card like the Chest can’t draw two cards (because there aren’t two cards in the discard), you shouldn’t get gold from Ingot for cards you don’t actually draw.

Ah. Similar to block in slay the spire? That makes sense; I just didn’t expect it because the shield card costs two energy and also exhausts, which made me expect that it would be a very powerful effect.

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Before (entire deck in hand):

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After:

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Final boss, zero damage, first-turn kill.

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(This only unlocked Ascension 1, because of the bug mentioned in https://itch.io/post/15621563 .)

You may want to display the relics in a couple of rows, or otherwise consider ways of displaying relics that don’t overlap with the gold display:

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(1 edit)

Successfully accomplished the infinite loop:

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Removed enough cards, got some card draw, and had a couple of Hemorrhage cards. Now I can have one card draw the other, and keep playing them indefinitely. Kills every enemy no matter how much health, and since I have the Ingot, I get one gold every time I draw a card, so I can also get arbitrarily large amounts of gold.

This is awesome; thank you for having a delightful set of game mechanics. ❤️

Bug: if you click fast enough, you can play two “Hemorrhage” cards, and they both go to the discard but they don’t both take effect; only one card gets drawn.

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Bug: playing against the skeleton enemy, had the one starting defense, played a card to get a second shield, enemy swung for 1 damage, but that deleted both shields.

Confirmed in a second battle: the animation of the shield breaking up plays for the rightmost shield, then the left shield just disappears.

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Just discovered a serious bug: I went back and played a game without any of the Ascensions available, then abandoned it mid-game (using the “Abandon” option on the main menu) and played another (not sure if that’s required to trigger the bug), and then after that game ended in death, the character selection screen no longer offers Ascension 1 and 2 that I’d previously earned.

It may be relevant that I gained a level from that run.

Managed it once again, and this time I almost managed to achieve a loop of zero-cost cards that do damage or gain gold.

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Need to remove a few more cards for that. If I can ever get “remove Exhaust from a card” with the card that removes one card from the deck and exhausts, that’ll be easy; otherwise it’ll take a few more removals at every opportunity. But I think if I can get a deck smaller than 10 cards (not counting cards that exhaust such as those that gain more energy, and not counting the cantrips themselves that are free and draw more cards), I can loop playing as many gold-gaining cards as I have until I have however much gold I want, and then play as many damage cards as I need to, to win each fight on the first turn.

Looking forward to pulling that off.

The technically inclined amongst us might be interested to hear the details of how a bug like that happens, if you don’t mind sharing. ❤️

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Beat the last boss without losing any health:

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I’ve hit a bug several times where the “end turn” button is grayed out and can’t be activated, so the game is softlocked.

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What are the requirements for Mapped Destruction? Powder Hall 3 said it would unlock Mapped Destruction, but it’s still showing as runes, and not showing what it would take to unlock.

EDIT: Nevermind, found the prestige upgrade.

Ah, got it. Thank you.

What are the prerequisites for getting the option to recruit bulldozers?

What does it mean if an upgrade is listed with a cost of “N/A”?

Lots of fun, but the animations need to be possible to speed up substantially. I find myself waiting a long time to click on the next card that I already know I want to play.

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It seems like when Druid triggers multiple times, the first trigger should count as a card for the second trigger.

It’s inconsistent with the “the first time this card is played” rune, which only triggers the first time.

I’m not suggesting that it bypass hunger or fatigue; I’m suggesting that it should affect the length of time it takes to run a node from the player’s perspective (including the passing of hunger and fatigue as normal during that time), but not the speed of animations or of movement. Movement should be independent of demon time, because it’s almost unusably fast with it, and painfully slow without it.

UI observation: the way that “demon time” makes both the background animation speed up and movement around the map speed up, is it just speeding up the overall game loop? That’s going to cause a whole variety of problems, and would explain several things people have observed here in the comments.

You may want to make it just a divisor for how long nodes take to complete, not a change to all time-based things in the game.

In particular, scrolling with the arrow keys should always be the same speed, something a little slower than the demon-time rate and much faster than the non-demon-time rate.

Ah, I see! So if it doesn’t have that icon, it opens up more nodes?

I feel like +2 is a notable boon, but not obscenely overpowered. And it makes for some interesting thought and strategy required.

I know what the “this conflicts with other nodes” icon means. Does the icon that looks like ->| mean “completing this will unlock new nodes”?

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