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Remco

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TimestampSince previousGameRemco's comment
Dec 5 14:24:35 He-Who-Is-Beyond-The-Sun ♥ 1 Hey Joror! First off, the atmosphere is incredibly effective. So much is done with the ominous backround noise/music, a bit of creative texturing, and a few lines of text! (It reminds me of the Arkam Horror boardgame, except without the tedius arbitrariness of that game.) The main idea of having 3 outcomes for each slain opponent (which you know beforehand) is also a nice evolution of the Slay the Spire concept. I think there are two issues with this one (besides some annoying bugs). (Although both of those have positive sides as well.) The most important one is that nothing is explained. You just launch into this game and are supposed to figure it out. This may be intentional, since it fits with the darkly occult/mystic vibe of the game, but... well. This will be escpecially vexing for people that've not seen Slay the Spire (I've only seen parts of playthroughs myself). Here are things which might not be clear (_most_ but not all of those are sort-of like Slay the Spire, but not all of them!): **Also for anyone reading along who misses a description, here's an attempt** - Your cards are at the bottom, the top cards represent the enemies. - The drop down menu those show on hover over, are things you can get if you defeat them (I missed the white text at first). - They're playing with open hands, and those attacks don't all go off, only the one they selected, and this happens after your turn. - You don't just click cards, you have to drag them. - Your attack is for _one_ enemy specifically, so don't just drag the card into the void. - Your turn isn't immediately over, but you have a 'Precence' each turn with which you buy the cards. It's the purple-ish number (both on your dash and on the cards). - 'Secret' is basically your health meter. It's the blue number (both on your dash and on the cards). - But some cards also cost Secrecy, making it you mana as well. - Precence resets each turn, secrecy doesn't (which would be somewhat clearer if the names where less thematic). - Each opponent has 3 healt stats., which is different from the one you have. Each of those _individually_ is enough to defeat an enemy. (Which plays into the choices you have to make.) - On the map screen... which colors/shapes are which? It doesn't say. (This one's also pretty easy to figure out for the obvious ones, and I get that you might not want to get into the others' immediately...) Which is a lot to learn for a Jam-game! No help-screen, no tutorial, no epxlanation. As an experiment, as something thats 'fun to play', and as a game, that may still work. As a Jam-game? It'll be difficult. _ < reached max content count appearantly?: continued in the next comment ... > _
Dec 5 20:35:08 6h 10m A Prisoner's Decree ♥ 1 On opening the menu and on losing a level, quit is the only option, which takes you back to the splash-screen. Then you have to play all levels over again... I'd recommend to have a 'retry level' option at the very least, it's pretty hard to judge this way! A hint for next time: Music is always hard, but there are some awesome and very quick generators for sound-effects, that would help so much in this case! Maybe they start at different positions in later levels, but I only managed to separate a subset of the prisoners one time. What I'm trying to say is it could've lead to some interesting decisions if you could have more individual control. (Or a m I simply missing something?) I like the little 3D model and walk-cycle of the prisoners. I wonder how this would play if you'd been able to flesh out your ideas more.
Dec 5 22:33:20 1h 58m Arden's Artisan Artefacts ♥ 5 Utterly charming :-) The game really relaxed me with its atmosphere. I found that creating the larger shapes could be a bit tedious, since occasionally you're just waiting for a needed part to show up (this becomes frustrating when the effigy has the 'not heavy' requirement as you can't dump pieces on your work any more). Part of it's charm is the way it's been polished, it mostly weaves in the tutorialization quite naturally. (Except for the rotation, and a couple of other things like 'you have limited space' and 'storage is finite', but those are easy enough to figure out. Also on the last 'level', the humonculus needs to be light and that isn't mentioned I think?) In a similar vain, the snapshots of the players work at the end are a nice touch. ... and of course I likes the characters and/in this world, neither of which are given a full explanation, but hint at something much stranger stories :-)
Dec 6 09:56:02 11h 22m ulis43 ♥ 1 For anyone playing on Linux: `LD_LIBRARY_PATH=./lib ./ulis43 &` The music was nice and the art style cute. Other than the comments the others made (more feedback, more help-screens), I find that I don't have a whole lot to add, as it's a simple game otherwise (which doesn't have to be a bad thing).