No, we've been making our games without knowing the other one was doing something similar. The slot & dagger dev is a chill guy, and there's no such thing as "stealing" game ideas.
Excellent work! I added it to my collection of favorite games and gave it 5 stars. There is no pause button in the game, and I cannot exit to the main menu? I have to reload the page, which is inconvenient.
I had fun with this one. Very simple but a lot of fun, and the soundtrack is very catchy!
I do find the bounty system a little frustrating, though. There are many runs where I end up short of money because I get almost nothing from the combat. Since the reels desynchronize a little bit it doesn't really feel like I can get better at anticipating when to hit the button, either. Perhaps I'm just bad at it, but it kind of feels like I lack control over the outcome, if that makes sense.
Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!
I played the game for an hour and wrote up a small report with some feedback.
Feel free to reach out to me if you want further testing on this product or any other products!
Bugs:
- Typo "you are poisonned" -> "you are poisoned"
- I noticed after I killed the slime and other enemies still existed. I see on the UI that the HP is still showing slime 5/5
- Antidote description has a green "S" in confusions
- When it says you are poisoned and burned. it seems like it could use a space between each mention.
- burn / poison effect description has a grammar error: damages -> damage
Feedback:
- I like the UX of the slots when attacking or taking hits. It reminds me a bit of mario party haha
- I was expecting a full on roulette, but I like the fact I can choose when to stop it.
- I really like the art style. Gives me an old school vibe like Legend of Zelda Oracle of seasons (one of my favorites when I was younger haha)
- I feel like it's a bit hard to grasp enemy health sometimes. I noticed my eyes naturally float up above enemies, then I look to the left.
- Game feels a bit easy so far. I felt some stakes at the beginning, but maybe I got lucky.
- I don't know what +4 loot values in bounty means
- I think the full HP gain between each section makes it a bit easy (give this a grain of salt. I used to play tons of slay the spire haha)
- I like the item durability, makes you want to look for more weapons instead of assuming one sword'll always work.
- Didn't know continue would still play my last run that I lost (possible bug)
Suggestions:
- I think it'd be more punchy when multiple enemies hit you, it goes one by one. (very quickly)
- When you hover on the slime, it might be good to highlight which slime you are looking at in the UI
- I think some use of particle effect in the following areas might add some more flair:
-> When you click your attack weapon before the slot goes up
-> When you hit the enemy, particle effect
- Could be neat when the slots are up to be able to see what each icons stand for in a small legend
- Could be neat to have some slot possibilities to be random or multipliers
- I'd love for some slots to have some sort of crit possibility.
- Perhaps another bounty option can be XP or consumables (albeit super rare)
- Could be neat if some effects there is a small chance you are able to wade off the effect by one of the slot options (i.e. when you are burned. maybe there's a blanket that would take off the burn effect)
- When you get something from a chest, perhaps a quick animation of the artefact popping out. and tell what the effect of the artefact is.
- when you click sell in the shop, the options are a bit confusing there is "BUY", then the items you can sell"
--> Could probably use a back arrow
--> also could style buttons that change menus to be a bit different then the items that you sell / buy.
- Could be neat to have some bit crushed SFX for the enemies when they attack / get hit. i.e. the wolf barking when it attacks. or a man going "UGH"
- After hitting the enemy, it might be good to auto focus the HP preview on that enemy
-I think the enemy HP being a progress bar might be good to use for quick ref for the player how close the enemy is dying.
- I feel like consumables can be styled a bit differently compared to the weapons. Also maybe letting player know that consumables do not consume a turn.
- I like the cheese artefact so I can multi rest at the campfire sites until enemies come. It helps differentiate it from STS
- For combat Would be nice if I had the ability to go back on my choice. i.e. I didn't mean to use knife, but I clicked it. now I have no choice, but to use it.
- Could use some more animations for the character to indicate damage. (i.e. full health anim <looking lively>, below 50 <a bit weary looking with some bruises>)
- Maybe this is too STS. but I could definitely see events happening in this with the slots. Like hitting the targets, or doing rock paper scissors haha.
- When I get healed by potion. I am confused on how much health it'll heal me by
- The positioning of the heart is a bit inconsistent. for you the heart icon is on the left. For the enemies, heart icon is on the right.
- Some more Battle Music would be nice to have
- Would be nice to have options while in game (so player can modify sounds, game speed, and go back home.
- Interesting thing to note, after I refreshed page. I clicked new. Refreshed page, clicked continue, and it was my older run from earlier. Not the fresh one I just started. Usually in most rogue-likes a new run would mean a destruction of your current run.
- I feel like dying could feel a bit nicer to the player. Perhaps a summary of what they did, how far they went, maybe a quip from the player before he dies or like a small animation where he grunts and falls to the ground.
Really good game however, on my playthrough healing items seem to be bugged to the hell and back, potions just straight up don't work, and staff ignores the Water spirit artefact. also it would be cool to have a way to restart a playthrough easier
Like, I love the idea of everything is roulette, but pseudorandomness is a bit meh, a bit more options of direct control over the roulette would feel better.
There's also the possibility of getting 0 money on several fights on some runs and being unable to get any weapon besides the starting ones (punching is hella boring there).
As a prototype is a perfect idea tbh, very neat, would play it a whole lot if it had a real thing going.
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Comments
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Sometimes when you level up you get negative XP and the bounty reel/s pops up instead of the level up reel and you lose the level up bonus
Well. Looks like I will do the Turkish localization for it :p
Nice game!!!!!
This game ate my morning. Good job!
The new skill slot machine it's always skipped :(
just wishlisted! I love this concept and the artstyle is so cute!!!
really cool game, but you should prob work better the game stats (damage, amount of enemies, coins, etc etc)
Besides that great work ^^
yo man this game is fire cant wait for more content (already on Wishlist in steam)
I LOVE THIS GAME, but NERF THE KNIGHTS
Nice game!
Great game! <3
umm theres a glitch where durability carries over between runs but weird (my club started at -15 and my knife ~40)
I'm getting this glitch too - it looks like the default weapons are getting worse each time I start a new run. makes it hard to progress lol.
oml this art is so yummy and this music is an actual bop
Could be fun if it wasn't so ridiculously hard
bro your game idea have been stolen, I just saw a game called slot & daggers on steam
No, we've been making our games without knowing the other one was doing something similar. The slot & dagger dev is a chill guy, and there's no such thing as "stealing" game ideas.
It wasn't hate :( really love both games
I totally agree. Almost nothing is original, every game ideas we have today come from years and years of playing different video games.
Is there a way to play on a phone? I noticed some of the buttons don't work. I actually love the style of this game and would play it if I could ❤️🙂
Fun game! I like it ><
Excellent work! I added it to my collection of favorite games and gave it 5 stars. There is no pause button in the game, and I cannot exit to the main menu? I have to reload the page, which is inconvenient.
It's incredible how good artists can turn simple concepts into fun experiences, and be original in a time where so much has already been done
easy to jump into, straight to the point fun <3
I had fun with this one. Very simple but a lot of fun, and the soundtrack is very catchy!
I do find the bounty system a little frustrating, though. There are many runs where I end up short of money because I get almost nothing from the combat. Since the reels desynchronize a little bit it doesn't really feel like I can get better at anticipating when to hit the button, either. Perhaps I'm just bad at it, but it kind of feels like I lack control over the outcome, if that makes sense.
Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!
I played the game for an hour and wrote up a small report with some feedback.
Feel free to reach out to me if you want further testing on this product or any other products!
Bugs:
- Typo "you are poisonned" -> "you are poisoned"
- I noticed after I killed the slime and other enemies still existed. I see on the UI that the HP is still showing slime 5/5
- Antidote description has a green "S" in confusions
- When it says you are poisoned and burned. it seems like it could use a space between each mention.
- burn / poison effect description has a grammar error: damages -> damage
Feedback:
- I like the UX of the slots when attacking or taking hits. It reminds me a bit of mario party haha
- I was expecting a full on roulette, but I like the fact I can choose when to stop it.
- I really like the art style. Gives me an old school vibe like Legend of Zelda Oracle of seasons (one of my favorites when I was younger haha)
- I feel like it's a bit hard to grasp enemy health sometimes. I noticed my eyes naturally float up above enemies, then I look to the left.
- Game feels a bit easy so far. I felt some stakes at the beginning, but maybe I got lucky.
- I don't know what +4 loot values in bounty means
- I think the full HP gain between each section makes it a bit easy (give this a grain of salt. I used to play tons of slay the spire haha)
- I like the item durability, makes you want to look for more weapons instead of assuming one sword'll always work.
- Didn't know continue would still play my last run that I lost (possible bug)
Suggestions:
- I think it'd be more punchy when multiple enemies hit you, it goes one by one. (very quickly)
- When you hover on the slime, it might be good to highlight which slime you are looking at in the UI
- I think some use of particle effect in the following areas might add some more flair:
-> When you click your attack weapon before the slot goes up
-> When you hit the enemy, particle effect
- Could be neat when the slots are up to be able to see what each icons stand for in a small legend
- Could be neat to have some slot possibilities to be random or multipliers
- I'd love for some slots to have some sort of crit possibility.
- Perhaps another bounty option can be XP or consumables (albeit super rare)
- Could be neat if some effects there is a small chance you are able to wade off the effect by one of the slot options (i.e. when you are burned. maybe there's a blanket that would take off the burn effect)
- When you get something from a chest, perhaps a quick animation of the artefact popping out. and tell what the effect of the artefact is.
- when you click sell in the shop, the options are a bit confusing there is "BUY", then the items you can sell"
--> Could probably use a back arrow
--> also could style buttons that change menus to be a bit different then the items that you sell / buy.
- Could be neat to have some bit crushed SFX for the enemies when they attack / get hit. i.e. the wolf barking when it attacks. or a man going "UGH"
- After hitting the enemy, it might be good to auto focus the HP preview on that enemy
-I think the enemy HP being a progress bar might be good to use for quick ref for the player how close the enemy is dying.
- I feel like consumables can be styled a bit differently compared to the weapons. Also maybe letting player know that consumables do not consume a turn.
- I like the cheese artefact so I can multi rest at the campfire sites until enemies come. It helps differentiate it from STS
- For combat Would be nice if I had the ability to go back on my choice. i.e. I didn't mean to use knife, but I clicked it. now I have no choice, but to use it.
- Could use some more animations for the character to indicate damage. (i.e. full health anim <looking lively>, below 50 <a bit weary looking with some bruises>)
- Maybe this is too STS. but I could definitely see events happening in this with the slots. Like hitting the targets, or doing rock paper scissors haha.
- When I get healed by potion. I am confused on how much health it'll heal me by
- The positioning of the heart is a bit inconsistent. for you the heart icon is on the left. For the enemies, heart icon is on the right.
- Some more Battle Music would be nice to have
- Would be nice to have options while in game (so player can modify sounds, game speed, and go back home.
- Interesting thing to note, after I refreshed page. I clicked new. Refreshed page, clicked continue, and it was my older run from earlier. Not the fresh one I just started. Usually in most rogue-likes a new run would mean a destruction of your current run.
- I feel like dying could feel a bit nicer to the player. Perhaps a summary of what they did, how far they went, maybe a quip from the player before he dies or like a small animation where he grunts and falls to the ground.
Wow that's awesome, thank you so much for the detailled feedback !!!
Loved the concept and art style!
Died in world 3. Fun! I had 33 coins tho and couldn't find anywhere to spend them--my rng on the merchants was horrid :(
Really good game however, on my playthrough healing items seem to be bugged to the hell and back, potions just straight up don't work, and staff ignores the Water spirit artefact. also it would be cool to have a way to restart a playthrough easier
Neat game although it needs -the twist-.
Like, I love the idea of everything is roulette, but pseudorandomness is a bit meh, a bit more options of direct control over the roulette would feel better.
There's also the possibility of getting 0 money on several fights on some runs and being unable to get any weapon besides the starting ones (punching is hella boring there).
As a prototype is a perfect idea tbh, very neat, would play it a whole lot if it had a real thing going.