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vuvko

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A member registered Jun 10, 2020 · View creator page →

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Haven’t won yet. But it should be possible with more observation of which enemies to approach and where. I was caught by surprise by several enemies being able to attack from a distance I cannot.

I like the alternative combat system in your game. Although I often forget my hand when attacking enemies. But the whole “cards are your life” system hugely reminds me of Gloomhaven, which I love.

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Thanks for the interest! Sadly, the state of the submission is that the game can be confusing, with unintuitive UI, and some mechanics can seem bizarre.

The main game loop centers on reaching the mission, “hacking” 3 “system” nodes, and then proceeding to another ship. Doing anything other than “waiting” will raise alert levels on the ship, which will trigger more enemies to spawn and potentially trigger a ship-wide detonation. The final ship was piloted by your father some time ago, and towing it is the final mission.

To combat ever-increasing alert levels, you can close doors so that enemies won’t see you, undock and dock again (this will generally decrease high alert levels to somewhere in the middle), and generally try not to trash the place as you go.

It was strange to see that you can’t shoot and move at the same time. Also, with turn-based, the patterns become difficult to see. So it feels very different from the shmup experience.

For the weapons, for me the lance felt much more powerful because of the instant damage, also clearing bullets before you. After some time, every stage and the boss were just hitting attack, sometimes using a bomb, always activating hyper. No movement needed. In fact, every move would cause the screen to flood with bullets.

The heal-on-rank mechanic felt rewarding at first, but rather bland after some stages.

Overall, I’ve got to stage 7-1, and not sure whether it is an endless generation of stages, or there is an end to this. Bosses seem to repeat themselves, as do elites and overall patterns.

This is an implementation you can sink hours into, dying^W FUN on repeat. Especially in keep rolling on the character creation (or just embrace the party of peasants).

The map and UI felt nice, and I think they are better than most of the old games’ UI.

Thanks for the interest! Those seem like separate generators, and I will look into it when I have time.

In the meantime, I suggest looking through watabou’s amazing generators; an art generator by Deep-Fold may also interest you.

This whole generator is a single HTML file. To overcome the itch.io UI, I’ve uploaded a zip-compressed version of the file.

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Interesting. For me, I can still see the log even after I’m dead. See the screenshot (don’t ask why the log is reverted).

There are messages in the log you can expand by clicking on the LOG row. There might be some info about what is dealing damage. I think it might be an enforcer next door, as with an emitter equipped, you can actually shoot into adjacent rooms through an open door.

I’m not sure I’ve seen the whole game, as I couldn’t progress past the first boss yet.

I think the lack of information is what makes it difficult to play. There is no info about what weapon is equipped until you’ve collected a weapon from the same slot and try to swap them. No info about weapon properties, what’s better and what’s worse. I found RNG to be potentially game-changing with loot. I had several runs without any ammo on the floor.

I’ve fixed this softlock problem and some other critical bugs. If you want to play again, you should now be able to finish the game.

Thanks for your interest!

Yes, this one is definitely a blocking bug. I’ve only caught it after the deadline myself. And it appears to be blocking from completing the entire run.

Sorry about that. The polish is not nearly on the level I would like, so there are a lot of frustrating parts about the game still baked into the submission.

Yes, the door to Storage is locked. You can hover over the door (two stripes on the line connecting hexes) to show the door pop-up. You can use the right mouse button to pan the map for a better view.

I’ve got a similar situation in the screenshots. Hope those will help.

With a screenshot, I might help better. But it also could be a bug with a soft-lock situation that requires a restart of the run.

It is supposed to move you there if the door is not locked or sealed. If you hover over the lines connecting hexagons, it should show the state of the door and your actions with it. If this still doesn’t help, it is another interesting bug I haven’t yet encountered.

I liked the compilation. I’ve used the first track as a main menu soundtrack in my roguelike for a jam: https://vuvko.itch.io/derelict-rogue-14drl. Please tell me if you’d like to have it removed or change how you are credited.

We’ve used your elevator as our main menu animation: https://abbradar.itch.io/office-hell

That’s a nice game! I had flashbacks of Hammerfight, even though it has different mechanics, but the feeling of attack/repel rythm is similar. And there are not enough games with such unique mechanics overall!

Thank you for playing!

Infinite continues were a must, even for us to test the game without grinding each part of the stage =)

Thanks for playing! We haven’t tested on non-qwerty layouts, thank you for pointing out the issue.

Regarding the old guy bug. Yes, this is a known soft-lock issue that is related to the music “rewinding” on continue after death. If you want, I’ve posted a link to the fixed version in the comments, or come again after the judging is over, we will update the game)

The idea of combo-meter is interesting to play around with. Would love to see what you can do with it, giving more time.

This game gave me Super Hexagon vibes, but sadly, there was no music or SFX (no download available on the page).

Some attacks were hard to read, and the shrink timer seems hard to notice with that much action on the screen in later stages.

That’s a good boss fight. Nice art and animations. Good boss patterns, but I should say the melee is the easiest way to kill the boss (which might be intended).

I want to continue coming back and improve myself to beat this game. And for me that’s the most important aspect of fun in skill-based games. I had a feeling I am playing something similar to Super Hexagon, but without a time limit.

Haven’t finished the game, but the experience is great so far!

Thank you for checking the game on stream! This is more a fun submission where we were having a good laugh about puns with a word shrink.

Thank you for trying our game! We’ve joked in-team that it is our therapy session regarding human interactions in different corporate cultures.

Regarding character customization: it was an idea that was quickly scrapped because of time issues.

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There is a slight music bug when the track keeps “rewinding” on pause/death. Sadly, we haven’t figured the solution during the jam, but if you want a fixed version and a better music experience, I’ve uploaded as another game: https://vuvko.itch.io/tmp-hell

Really well-polished experience. Nice, gradual increase in difficulty. And each stage is small and focused part. Interested in playing more, trying to outbeat myself.

Thank you for the warm comment! The UI/UX definitely needs a lot of thinking, because lengthy tutorials kinda make things more confusing.

I like your bullet hell vision with narrative. The art and sound design were what helped me return every time after another stupid death.

I was surprised to see inserters working as “long inserters” also (you can deliver to a belt one tile further).

There is so much polish to this game, it’s really incredible that you’ve done this in less than two weeks (giving your first idea was completely different). 15 puzzles which gradually introduce actions and complexity. And the sound design feels much more than just switching between levels of audio.

I think with a big deck, it is really hard to balance randomness vs visualizing all the drawn cards. In the extreme, it becomes just a mess of all your cards drawn face up.

That was a fun experience in understanding what should be working and how to build your bot to last longer in those fights.

The speed of battle seems really slow, and at the start was confusing (I thought I needed to click something to start the battle).

I’ve encountered a minor bug. When the energy consumption visualization shows nil.

The premise and the start are addictive. But after several minutes, the gameplay really stalls.

I’ve got a bug where the AI Laboratory screen was freezing in the old state, but you could create new models. The b2b contracts require a specific architecture, but there is no information on which one. Your workers are just background noise; only your servers matter. And upgrades cost TFs on top of money, which makes it really hard to buy anything late-game. Also, the overall leaderboard score is confusing as I couldn’t figure out how it is calculated.

I like the idea of the AI Tycoon game. And there is potential depth in how you approach the market or your b2b clients.

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Interesting arena shooter. The enemies were distinct, and it was clear when the boss arrived and what was hazardous or not in the environment.

I didn’t understand the loot or shop systems, as there was just no real pause to browse through the text safely. Only after several minutes did I understand that the icons on the loot indicate different parts of the body. It is OK to be lost in chaotic arcades and bullet hells, though.

But I do wish there was a pause menu or shop stop just to take time and try to understand the inner mechanics.

I like how you focused your efforts on creating interesting pipelines. It is similar to how shapez don’t have pressure, just casually browsing how to get from A to B. I think I would love a more puzzle approach than an incremental one for this game.

I encountered bugs: the underground belt sometimes moves items in the wrong direction, or some part of the pipeline breaks. Not sure about either, as it was hard to reproduce. Much of the player’s friction for me was how tedious it was to build, especially because every building doesn’t have an input, but has an output (which can be counterintuitive after other games from the genre).

I was lost for the first several minutes, clicking and trying to understand what was going on. And after I thought I understood, the game seemed to behave strangely. I was able to get “You win” text, but only after the restart. So maybe I did encounter some bug along my playthrough.