It gets a bit tedious at times, but realizing this isn’t as random as you think (you can time when to stop the roulette) makes it less frustrating and more appealing. I also like the push-your-luck rest area.
One thing I’m not sure how to rectify without taking away the ability to manually time your stops… When you have burns/poisons fighting against enemies with burns/poisons…so many reels per round, making battles feel less snappy.
Poison is quite strong. Burn is capped at 3 per and disappearing right away, so it always feels not worth it compared to weapons that can deal more especially once you can get more than 3 per reels on average.
There should be a way to access the settings in-game.
I have not found a way to peoperly clear the game without a shield, and with one the run becomes a test of patience.
Art is very nice to look at, I like it. I also like that every enemy has traits you can learn.
I have a question, what's the difference between poison and fire? Are they calculated differently when doing damage?
Also, I haven't figured out how to get rid of artifacts, which is annoying because sometimes I'll get an artifact I don't want randomly from a chest and then I can't get rid of it.
Fire is all used at once, so if you have 3 fire, it is three reels. Fire disappears as soon as it is rolled. Poison has the same amount of reels, no matter how much you have.
Hey KawaiiCoin, I’m working on a unique 3d tower defense game called Grandmother Defence. it’s a third person but with hidden objects mechanics.
Would love to see your take on it! and It’s up on itch.io here https://ahmednaboot.itch.io/grandmother-defence
BTW, it has a 100% high score system — would be epic to see how close you can get! 👀 If you play it, totally drop your score — I dare you to hit 100 😎
I think there's a bit of an issue where the game incentivizes extremely tedious behavior. The main culprit is the shield, which can negate many enemies, especially if you also have the armor items. This results in a situation where the optimal behavior is to punch things to death to preserve weapon durability. As far as I can tell, there is no way to access the options menu from the game. This issue would be somewhat less bothersome if you could fast forward, even if you still need to do a lot of meaningless clicking.
Also, the poison area is kind of miserable because, unless you have extreme patience and precision to get exactly the roll you want, it's basically unavoidable to trudge through most of the area with poison from one encounter to the next. It would be nice if resting helped with statuses, even if it only did it partially.
Does getting replicas of an artifact do anything or should we just sell them? I got two copies of the glove (Adds a 5 to every reel) but I didn't know if the second glove was doing anything.
Also, the glove adds a 5 to the healing staff, but the 5 there doesn't do anything when proc'd. I feel like that might be an oversight, but I'm not sure.
Yeah most artefacts are scalable. Getting two gloves adds 2 5's. The only non scalable I can think of without looking back at the project is the shield, but you should not be able to get multiple ones.
Loved the game. The graphics are pretty, the gameplay loop is fun and the idea of using roullet's instead of dices is novel and really fun, it feels like even the randomness has an element of skill atached to it. Great game)
I'm really enjoying this game! A bug report: refreshing the page midway through a run has several probably unintended side effects. Weapon durability is restored to max and all my artifacts are gone. I was having a pretty good run but my computer restarted overnight and now I don't have my armor and bracelet and stuff so that's a bit of a bummer. But the game is awesome and I'll definitely be following this one. Thanks!
Additionally, the continue option is available after beating the game which allows you to replay the last dungeon with all the accumulated items and perks. I played for fun and got this result after a while.
I feel like restoring item uses would be more appropriate at the end of the floor. Maybe they shouldn't even be gone forever when you reach 0 uses, but just broken until you reach the end of the floor. Right now, you always feel it's more worthwhile to spend money on artifacts than weapons, so re-chargeable weapons sounds like they'd be more worth the gold
Okay so, I restarted the page, and it saved and the fight restarts, but everytime I took damage for the first time, it got stuck again. Hoping to be fixed!
Basically like this from the page restart Continue -> Battle screen -> Damage roll to the enemy -> Enemy damage roll to myself -> Got stuck on this state
Nice game, hooked me up for all day today. I know it's meant to be indie and roguelike, but starting from scratch becomes annoying at some point. Maybe you could add some roguelite mechanics, e.g. replay current level if you died, not all the game.
I plan on adding different difficulties later on as the game becomes larger. Maybe some sort of "continue credit" like in old arcades could be a nice touch for easy mode. I tried something in my old game Tinyfolks where disabeling some "hard" features that were integral to the designed experience was allowed, it simply disabled getting achievements. We'll see
I really like this game! I love that everything is a spin, even the burn effect!
I think the enemies should roll for themselves: + Rolling for them allows you to manipulate their roll (which is cool)
- But it adds more time to battles especially when there are status effects. (It feels like I have to click a lot before I can do the cool stuff I want to do)
Yeah I think the main issue is status effects. I think I will re-do the system so it rolls poison and burn at once, and rolls automatically. I like the fact that you have to roll monsters because it creates a lot of tension and is a great metaphor for "dodging a bullet" wich is a great feeling.
I really wish I could sell artifacts because the ones that add fire and poison just suck and basically only give you more chances to miss instead of doing damage.
Same, i feel poison is more of a debuff than a buff. But if it was changed to be an additional effect, like if you added the spider's reel on to your own, then it would be an actual good item.
1. having the option to get 0 coins from a battle is very demoralising, it would be much better if there was always a small payout, and the slots would be for a bigger bonus
2. when leveling up it said i got 10 max hp even tho i got 25
3. with water spirit, i dont think i got any healing when resting, even tho i got 2 triples, and 1 duo with an enemy (from my observation, water spirit transformed hearts give 0 healing)
4.bracelet didnt increase the base damage of my weapons, but i think it might have increased the result of weapon damage, because 49 damage oneshot 50 health units
Enjoying the game quite a bit. After a few play throughs here are some of my thoughts.
Like -the durability feature on weapons makes you cherish certains ones more (very fire emblem-esque).
Like - poison and burn hit differently which gives a unique flavor of the ailments
Bug 1 - I had restarted after a win and noticed my weapon durability was low.
Bug 2 - After a few rounds of it not fixing itself, I then refreshed the page, pressed continue, and my weapons durability replenished to max instead of down from what I had used.
Dislike - (it may just be a me thing) poison only depletes one at a time. I feel like I'll never get rid of it when I hit multiple enemies with poison.
This happens to me frequently, started having to refresh every battle, but it kept happening even more (more reels makes it more likely) , so I had to stop playing.
The game becomes laggy in full screen, I think because my system resolution on my laptop is high.
But, I'm not sure what you mean by full screen and then minimise? Click the full-screen button, then do Windows+down to minimise? It didn't seem to help.
Very nice game! Some comments: Artefacts like coal should be saleable. Since most of the time they just make you weaker. It would also be nice if all reals like Weapon+Coal+Poison would be rolled simultaneously, since it gets a bit annoying to roll so many times per round.
I absolutely love this concept. It needs a bit of polish, but the base idea is excellent.
Suggestions:
I think if you're going to have artifacts that add status effects (such as Coal) they either need to be their own reel(s) that do not impact your base weapon, or they need to scale with your weapon damage. As it stands, obtaining Coal feels like a burden that actively makes you weaker.
I also think that harder fights should have a higher minimum bounty. It feels terrible choosing to fight tougher enemies only to be rewarded with 0 gold, and a boss fight feels like it should always have a minimum value of at least 1 gold per reel.
If you continue to update this, I'd love to see more options for starting gear or even entire characters with different gimmicks. Perhaps a bandit class that focuses on stealing money/doing more damage when they have a lot of money, an alchemist that focuses on status effects, etc.
Bug Reports:
- I've experienced an issue multiple times where I level up mid-combat and I am unable to spin a reward. This seems to be linked to having +20% XP.
- When starting a new run after dying, my equipment durability is often not at full (for example, I'll spawn with a club that has 2 uses left and a knife that has 20)
I LOVED THIS!! This was so much fun, Orb Tower was so much fun, I've been playing it a bunch in my offline time as well, and I can't wait to see what you keep creating.
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Very good game. Continue.
I beat it!
It gets a bit tedious at times, but realizing this isn’t as random as you think (you can time when to stop the roulette) makes it less frustrating and more appealing. I also like the push-your-luck rest area.
One thing I’m not sure how to rectify without taking away the ability to manually time your stops… When you have burns/poisons fighting against enemies with burns/poisons…so many reels per round, making battles feel less snappy.
Poison is quite strong. Burn is capped at 3 per and disappearing right away, so it always feels not worth it compared to weapons that can deal more especially once you can get more than 3 per reels on average.
There should be a way to access the settings in-game.
I have not found a way to peoperly clear the game without a shield, and with one the run becomes a test of patience.
Art is very nice to look at, I like it. I also like that every enemy has traits you can learn.
Overall, a pretty fun demo
Tropppp biennnnnn !
Cool game wish there was more player agency and desigion making though
I CAN'T STOP GAMBLING
I have a question, what's the difference between poison and fire? Are they calculated differently when doing damage?
Also, I haven't figured out how to get rid of artifacts, which is annoying because sometimes I'll get an artifact I don't want randomly from a chest and then I can't get rid of it.
I think fire disappears after a turn no matter the number (I THINK) while poison stays.
Fire is all used at once, so if you have 3 fire, it is three reels. Fire disappears as soon as it is rolled. Poison has the same amount of reels, no matter how much you have.
I love this game such a cool idea to combine gambling/rng mechanics as a core feature of gameplay!!
Show post...
Hey KawaiiCoin, I’m working on a unique 3d tower defense game called Grandmother Defence. it’s a third person but with hidden objects mechanics. Would love to see your take on it! and It’s up on itch.io here https://ahmednaboot.itch.io/grandmother-defence BTW, it has a 100% high score system — would be epic to see how close you can get! 👀 If you play it, totally drop your score — I dare you to hit 100 😎
Fun game, but I would love a way to recharge the uses of my weapon
Pretty fun! For some reason, I had the best luck for health but the worst luck for money lol. All my pulls were +10 HP whenever I leveled up.
Same here lol I only get 1 non-HP upgrade in my entire run
Cool game.
I think there's a bit of an issue where the game incentivizes extremely tedious behavior. The main culprit is the shield, which can negate many enemies, especially if you also have the armor items. This results in a situation where the optimal behavior is to punch things to death to preserve weapon durability. As far as I can tell, there is no way to access the options menu from the game. This issue would be somewhat less bothersome if you could fast forward, even if you still need to do a lot of meaningless clicking.
Also, the poison area is kind of miserable because, unless you have extreme patience and precision to get exactly the roll you want, it's basically unavoidable to trudge through most of the area with poison from one encounter to the next. It would be nice if resting helped with statuses, even if it only did it partially.
Does getting replicas of an artifact do anything or should we just sell them? I got two copies of the glove (Adds a 5 to every reel) but I didn't know if the second glove was doing anything.
Also, the glove adds a 5 to the healing staff, but the 5 there doesn't do anything when proc'd. I feel like that might be an oversight, but I'm not sure.
Great game, by the way! Has a lot of potential
Yeah most artefacts are scalable. Getting two gloves adds 2 5's. The only non scalable I can think of without looking back at the project is the shield, but you should not be able to get multiple ones.
Yeah the healing staff glove is an oversight !
Loved the game. The graphics are pretty, the gameplay loop is fun and the idea of using roullet's instead of dices is novel and really fun, it feels like even the randomness has an element of skill atached to it. Great game)
Made a video
I'm really enjoying this game! A bug report: refreshing the page midway through a run has several probably unintended side effects. Weapon durability is restored to max and all my artifacts are gone. I was having a pretty good run but my computer restarted overnight and now I don't have my armor and bracelet and stuff so that's a bit of a bummer. But the game is awesome and I'll definitely be following this one. Thanks!
Additionally, the continue option is available after beating the game which allows you to replay the last dungeon with all the accumulated items and perks. I played for fun and got this result after a while.
Now that's a rare item. Also, negative xp. I knew this would be a possible exploit, love to see someone push it this far
Is there a way to repair items? That would be amazing. Also, when you quit and then continue your game your weapon uses and your artifacts reset.
That would be cool indeed, maybe I'll add that to the shop
I feel like restoring item uses would be more appropriate at the end of the floor. Maybe they shouldn't even be gone forever when you reach 0 uses, but just broken until you reach the end of the floor. Right now, you always feel it's more worthwhile to spend money on artifacts than weapons, so re-chargeable weapons sounds like they'd be more worth the gold
Interesting
Definitely.
Pretty cool
Very cool and simple gameplay! (I`m not so lucky eh) Graphics are cute
I got stuck at some point </3
Great game though, I'd like to buy it on the steam release someday!
Okay so, I restarted the page, and it saved and the fight restarts, but everytime I took damage for the first time, it got stuck again. Hoping to be fixed!
I never encountered this. When exactly do you get stuck in the battle loop? Before attacking? Before the monster's attack? Statuses?
Basically like this from the page restart
Continue -> Battle screen -> Damage roll to the enemy -> Enemy damage roll to myself -> Got stuck on this state
I found it occurred when I attacked the hydra before the will'os
when i tried to ply fr the first time the game just restarted? i lost all the progess.
Great game - just one more turn!
is it actually possible to time the rolls or am I just gassing myself up? because I be finding that rhythm and getting good rolls
Yes it's made so that you can time your rolls :)
Nice game, hooked me up for all day today.
I know it's meant to be indie and roguelike, but starting from scratch becomes annoying at some point. Maybe you could add some roguelite mechanics, e.g. replay current level if you died, not all the game.
I plan on adding different difficulties later on as the game becomes larger. Maybe some sort of "continue credit" like in old arcades could be a nice touch for easy mode. I tried something in my old game Tinyfolks where disabeling some "hard" features that were integral to the designed experience was allowed, it simply disabled getting achievements. We'll see
I really like this game! I love that everything is a spin, even the burn effect!
I think the enemies should roll for themselves:
+ Rolling for them allows you to manipulate their roll (which is cool)
- But it adds more time to battles especially when there are status effects. (It feels like I have to click a lot before I can do the cool stuff I want to do)
Awesome game I will be following this for sure!!
Yeah I think the main issue is status effects. I think I will re-do the system so it rolls poison and burn at once, and rolls automatically. I like the fact that you have to roll monsters because it creates a lot of tension and is a great metaphor for "dodging a bullet" wich is a great feeling.
Great and unique game but fails to factor that I'm bad at gambling
I really wish I could sell artifacts because the ones that add fire and poison just suck and basically only give you more chances to miss instead of doing damage.
Same, i feel poison is more of a debuff than a buff. But if it was changed to be an additional effect, like if you added the spider's reel on to your own, then it would be an actual good item.
Yeah, that would better for sure.
Greate game with awesome progression mechanics
1. having the option to get 0 coins from a battle is very demoralising, it would be much better if there was always a small payout, and the slots would be for a bigger bonus
2. when leveling up it said i got 10 max hp even tho i got 25
3. with water spirit, i dont think i got any healing when resting, even tho i got 2 triples, and 1 duo with an enemy (from my observation, water spirit transformed hearts give 0 healing)
4.bracelet didnt increase the base damage of my weapons, but i think it might have increased the result of weapon damage, because 49 damage oneshot 50 health units
Enjoying the game quite a bit. After a few play throughs here are some of my thoughts.
Nice game and nice art! I recorded my first impression of it
I enjoyed this quite a bit! One minor bit of feedback: it's "poisoned" not "poisonned"
Thanks, Sory for bad ingleish ^^
Finally finished the game. The end is a bit disappointing. But the game is still great :)
Please tell me I am not the only one who can't unsee Chilchuck as the hero character
Yeah, since I made the game for a jam the end lacks payout, sorry about that ^^
Now that you mention it, can't unsee it either
nice game, I compleate it with 5 hp left
I found a bug where the wheel keeps spinning even after you press the button and your turn doesn’t end.
This happens to me frequently, started having to refresh every battle, but it kept happening even more (more reels makes it more likely) , so I had to stop playing.
Put it in full screen and minimise it actally func it
The game becomes laggy in full screen, I think because my system resolution on my laptop is high.
But, I'm not sure what you mean by full screen and then minimise? Click the full-screen button, then do Windows+down to minimise? It didn't seem to help.
Well it worked for me, maybe it only works on certain PCs.
Very nice game! Some comments: Artefacts like coal should be saleable. Since most of the time they just make you weaker. It would also be nice if all reals like Weapon+Coal+Poison would be rolled simultaneously, since it gets a bit annoying to roll so many times per round.
I absolutely love this concept. It needs a bit of polish, but the base idea is excellent.
Suggestions:
I think if you're going to have artifacts that add status effects (such as Coal) they either need to be their own reel(s) that do not impact your base weapon, or they need to scale with your weapon damage. As it stands, obtaining Coal feels like a burden that actively makes you weaker.
I also think that harder fights should have a higher minimum bounty. It feels terrible choosing to fight tougher enemies only to be rewarded with 0 gold, and a boss fight feels like it should always have a minimum value of at least 1 gold per reel.
If you continue to update this, I'd love to see more options for starting gear or even entire characters with different gimmicks. Perhaps a bandit class that focuses on stealing money/doing more damage when they have a lot of money, an alchemist that focuses on status effects, etc.
Bug Reports:
- I've experienced an issue multiple times where I level up mid-combat and I am unable to spin a reward. This seems to be linked to having +20% XP.
- When starting a new run after dying, my equipment durability is often not at full (for example, I'll spawn with a club that has 2 uses left and a knife that has 20)
I LOVED THIS!! This was so much fun, Orb Tower was so much fun, I've been playing it a bunch in my offline time as well, and I can't wait to see what you keep creating.
why the fuck is this game so simple but so f in hard, i already gone by 4,5 hours playing this shyt. good game though but still *crying in agony*
sorry for cussing
Poison seems to carry over area boundaries, so you get full health but also get a bunch of poison
Indeed, I should remove statuses upon entering a new area, makes sense