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megurte

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A member registered Oct 03, 2024 · View creator page →

Creator of

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This is the jam version. The actual demo on Steam will feature a wealth of content, rebalancing, and new mechanics

A Switch release is not planned for the main version
It's possible some time after main release

Yes

«That's that, and this is this»

Thank you! Working hard on it

Interesting because personally thinking that wild swing build looking imbalanced because of eye and seal as you say
But i see what you're talking about

For current shield building is fine because even casual ppl can win
The problem is deeper and it's more rng so I'm trying to correct control of random in future versions

🐇❤️

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If upgrades would be so ofter it gonna be really hard to balance it and track run progress. So the reason why in LC upgrades are only in shop - decision making which option is good for you right now with limited choice and limited resources (cost)

> Some artifacts are already strong but a build like blocking could become viable if the armor gets some buffs.

yeah im working on status effects rn making building more interesting. For blocking archetype need more fun options and gimmicks around it

Yes, but after main release on steam

Like it was in limbus with EGO gift or what kind of system?

Здесь можно фармить диваны?

(3 edits)

Check out discord server in my profile and you can DM me from there

this version is strictly follows jam version but with more QoL and upgraded visuals
in case of fight, I'm currently working on improvements to the combat system and the overall structure of runs, since a game hub and other systems are comming in funure

and yeah, i acknowledge that there is currently an issue with the rng in this version that might make it really hard to beat the game 😓

 post-jam version is so punishable or you mean in future versions?

win build available from now

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Hi! This is exactly post-jam and will be updated following to fix bugs there. Full version will be available on steam along with a demo that will come before the main release

Yeah for sure - new bosses, mechanics and combat archetypes in development rn

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Thank you 💖
how wild...

Ye, you need to get the skill separately as well so they can synergize

I'll upload later win version

Thank you for feedback!
Yeah, sorry, BGM in battle has no loop because it was not tested properly :_)


Thank you!
> Remind a little bit library of ruina
Correct feeling hehe Big fun of PM

Thank you!
Yeah, sorry, BGM in battle has no loop because it was not tested properly :_)

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Thank you!
That's true and I'm working on tutorial rework to make onboarding smooth

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Thank you!

>I also had some questions about the balance. On my first attempt, I lost very early, but on later runs I found a relic and combination that felt extremely powerful and allowed me to complete the game twice using almost the same strategy. At the same time, some other relics felt too situational to be useful during such a short run.

Ye, agree that not every action or relic is 100% useful, but what's more important is finding synergies (even strong ones) between them. Otherwise, hardly any game can build perfect balance (except Heroes of Might and Magic 3, but that's a different story). So yeah, I'll work on that in the future

>My biggest issue is the interpretation of the jam theme. Even after reading the explanation, it still felt more like a traditional card roguelike with the theme added afterward than a game built around the theme itself. That is only my personal interpretation, of course.

That's totally fair and I've heard it more than once, and to me the idea of playing around gimmicks with timers seemed pretty obvious from the start. But not everyone got it. So next time I'll try to make it more surface-level / more obvious.

Thank you for your feedback!
I am very grateful for this

This should actually be tagged as psychological horror because of how scared that "No Answer" attack from the final boss made me when I was down to single-digit HP LOL

Ahah great idea, definitely a tension especially on last boss

Thank you!
That's right, and tutorial
So wip on post jam version

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Thanks so much for feedback!
You actually spotted idea 
But the delayed attacks were designed as another countdown layer on top of the no-answer attacks, but the game doesn't explain the gimmick at all right now. Fixing that in the post-jam version. And glad the artwork landed - means a lot ❤️
ありがとうございます!

Thank you for feedback! 
It is gratifying for a craftsman when his work is appreciated

❤️

Woooow thats big
Pretty popular sokoban with banger music. You definitely should try!

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Thank you!❤️
Wish you roll only 9th!!

Animations are so polished and feels pretty smooth!
Let me guess - idea comes from helltaker, am I right? :D
Also was pretty fun to play and very enjoying

Pray to the potato God
We shall bring offering to our mighty potat...
To save our pool souls and get rid of the skin (potato)

Thank you for repost :D

Means I saw it in right angle because love PM's universe too!

Holy
Cow
OST in this game is absolutelly incredible and hooks from 1st seconds in main men. And in gameplay I've to compliment SFX designers with such great audio
Totally added ost to my collection hehe
Artwork is brilliant tho that keeps warm energy ❤️

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AHah was really funny especially uma musume reference :D
because i was laughing and couldn't keep doing mini games xd
Also it's one of my favorite art styles with usage of rough line art without anti-aliasing 💖
ALSO!
Want to mention this setting reminds me lobcorp (even if it's nuc station i know)
Great game, was pretty funny to play it!

Thank you for report
It's a bug yeah

Нужно больше поток...