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Smallhead, aka Bael

18
Posts
A member registered Mar 06, 2025 · View creator page →

Creator of

Recent community posts

Thanks for the feedback!

There are not a lot of buildings in the game jam build, or any extensions for them yet. I believe there were 5 total! Not nearly as common as I'd have liked.

You're right! Options leading up to a branching outcome or one of the end paths of a story are just a "continue or return" choice. I wanted the player to always have the option to back out and do something else at any point. I can see how that feels like there is no choice a lot of the time.

I will see if I can add an indication to the options whether they are just a "keep going / return" or a "choose outcome" to make that feel clearer. And of course more stories and branches. :)

Congratulations! You were my last game rating. I finally got around to pull out a deck of cards. :)

It was fun! My barbarian Gothron made it out (with a little help) bleeding and haunted with dreadful images and collapsed shortly after escaping the house.

I have two feedbacks.

1. The balancing is really, really rough. I had a very good run and was very lucky with the reds, and I should still have lost. If you need 10 progress (10 red cards), and 12 or less damage taken (to be 6 and 6), you can only ever pull 2 black cards total since you also take damage on success. I pulled 4 black cards total, and 10 reds. Realizing I should lose before escaping even when this lucky, I tilted things in my favor by giving myself +1 Sanity upon entering a Sunny Dining Room. The perks of playing a physical game. :) I still took the last bit of damage upon escape.

2. I'd like to see an Event Sheet as well. Pull a card to see whether the bad thing when attempting progress is physical or mental, and a second card to see what the bad thing is. It would help players running out of ideas or imagination. Making it random which damage type you take should also let you increase them to 10/10 I think. :)

I also have to agree with previous comments. 1 and space bar are not comfortable keys to spam in combination.

And taking damage from touching enemies does feel overly punishing. You're already punished from falling.

I'd suggest taking in the feedback. What feels natural and easy as the creator is often very different for other players.

This was fun! Well done. The fights have some strategic depth to them. I liked it, it looks quite nice (though some of the text is a bit small). So the below is just things I think could be improved upon further:

I found the curses to be way too much. Major boons that grant you Fireball (3 AP) and +4 HP while also giving you -13 HP and -2 AP, resulting in less HP and an ability you can't afford to use feels like the game is making fun of you.

Couldn't make it past the Cyclops with the minor boons. Wasn't sure if the elite rat room had any purpose. And not sure if the wizard is locked for the jam, otherwise it should probably have been available from the start.

Not being able to attack diagonally while some enemies seemed able to was also a bit frustrating.

Fun concept!

I like the hand-drawn village, very cosy, and the gameplay loop felt straightforward.

I found the game a bit too easy, especially with (I think) no real win condition. I set my own win condition by reaching 100 in every resource.

Shoutout to the eldritch horror for eating my less productive villagers, very helpful!

Cute and fun!

Did a blind playthrough, took me one completed run (58/58 cats saved!) to realize I could throw cats, haha.

Thought the cat counter was bugged at first, before realizing some cats were kittens and not throwable.

Ended the second run with 36/58 cats, and 22/24 enemies defeated, totaling 58. Looks like there are two adult cats too few for full completion.

Duck hunt 🚫

Duck apocalypse ✅

Very fun prototype! With sound effects and more visual feedback this could be a blast.

The gameplay feels very intuitive, as soon as you find the burn pile and see the mana. And the art is very nice.

I'd like to see the ability to move a card in play to a free slot, maybe for 1 mana. Maybe just for the player.

The game seems to bug out and crash if you continue playing after being booted back to the menu after beating 3 enemies. It was offering me a new card every turn and then threw a Javascript error.

Very funny concept! Controls worked fine for me (keyboard, firefox).

It took me a while to realize "tank" and "heal" are both nouns and verbs, haha. Then we took down the boss with zero deaths!

Not much for the raid leader to do once all the players are engaged in the prototype, and I'm not sure how you could expand on that, but well done! I had fun.

Fun game!

Post-jam I would suggest getting rid of the dollar bank. I would want to see a high score when I play well, rather than a money amount going down when I mess up. Score feels more thematic.

Cool concept!

I would suggest starting the player off with an ability. Some player agency is needed to make the starting pong matches fun.

I'd also suggest making the velocity and direction of the paddle affect the ball's trajectory on bounce. Right now there is very little the player can do to affect the outcome of the starting matches with only their movement.

With these two additions alone the player will see more of the fun and cool content you've added (upgrades, map, bosses). Add in some "juice" to the pong portion and I can see it being super fun!

Thanks for sticking with it and for the feedback!

Players are very used to having a progress bar. It is tricky to keep them invested enough to accept the confusion, especially in a jam. :D

Quite fun already!

The game could do with an indication on enemy health bars how much damage the queued up attacks will do. Right now the player has to calculate in their head if they will defeat the target this turn and can start queuing attacks on a different target.

The theme interpretation is creative, but it unfortunately results in the player being disappointed that they don't get rewarded for playing their turn well and avoiding taking damage.

Platformer jumps are a whole science. You could look into Celeste for very popular jump arcs.

My biggest gripe with it was that you accelerate extremely quickly, making it really hard to avoid hitting ceiling spikes.

Coyote time is what they call a jump buffer where you can still jump for a couple of frames after walking off a ledge. It makes the game feel more responsive when you think you pressed jump on time.

Cool concept!

A well written and thought-provoking short experience that sticks with you.

Thanks a lot!

Cool game! Combat is fun, voice acting 10/10. Nicely done.
The platforming sections will be more fun if the jump is tuned and coyote time is added.