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The idea and the game are really cool.

Things that I thing you can fix: 1) when I pressed "continue", I saw just a first scene with no enemy and no my dice 2) when I delete a die from my deck, it leaves an empty space that doesn't being filled by other dice.

I played In browser, so I'm not sure that these bugs are in all versions of the game. Also I have some problems with English, but I tried to explain what I think as clear as I could :)

Thank you for playing!! For the first issue, how far into the game were you when you exited/tried to reenter?


For the second, I haven’t added that functionality yet—I don’t want you to be able to delete too many tiles yet :) 

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Very enjoyable, thank you for the experience. Keep up the great work.

Thanks for playing!

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I liked the game so much that I recorded a playthrough with a feedback. Hope you’ll find it helpful. Good luck!

https://youtu.be/E506UxYip6I

Some things I’ve noticed watching my own video: 1.A deal with a frog could have a more explicit buttons. Not Accept and Continue (they both seem positive but only one makes the deal happen). Instead I would put 2 buttons at the bottom of the screen (one green one red) “Accept” and “Refuse”.

  1. Shield tile changes into a normal tile but it makes me forget that I placed it a lot xD Why not leave it in a shape of a shield and add a counter to it? So I know I placed it and I should not expect to draw it? OR let me hover over my inventory so I can see all my tiles so I would know whether or not I have a shield tile coming. (I would add a possibility to preview all my tiles either way ;d)
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  1. Good point! I'll change it so the continue button appears only after you made a choice in the trade. 
  2. I did add the ability to click on the deck icon to check your upcoming tiles that you'll see in the next update, but I should also add a visual difference for the shield. Maybe it'll maintain the shield shape but just be cracked/broken!
  3. (From the video) I never registered how confusing the health rewards might be. They don't have a symbol (X or O), but they're still the same shape as a tile. I'll fix that.

Thanks for your feedback!!

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This is awesome! At first I was like: tic-tac-toe? But you know the outcome when you start… but the disappearing of blocks that deal damage? That’s genius! It changes everything. Then more interesting blocks, just soo good. Not even mentioning the cool texts of the enemies. Polish it up, put it on Steam and Nintendo Switch (no devkit/publisher? DM me), profit. Only one “bug” I found: sliders in the settings are not pixelarty.

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thank you for the kind words!! Steam is coming (very) soon, hopefully other platforms later :)

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Lots of fun honestly, I adore the gameplay loop. The animations and art style look so nice, great stuff!

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Great concept! Nice little game. I adore the art style and animations.

thank you!

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YaY ! I got the highest score x3

Just something to signal : The Bomb token freezes the game on explosion !

Other than that It could have been longer than 8 rounds :)

Very nice game !

freezes like lags, or did it crash the game?

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I'll leave some feedback on the current verison.

1. A merchant needs to be in the game to let you cut cards out of the deck. I don't want to be use the same "deal 1 damage" tiles you start with 4 copies of late in the game if the AI plays a deck full of effect tiles at that point in the game.

2. Someone should be doing damage when the board gets full with no winner. I had 1-3 matches already that dragged on too long where both the AI and me couldn't deal any damage to each other, and this went on for 70+ turns and 5+ minutes in the 2nd battle since we kept having full boards for many turns in a row.

This is too common in the first match too where you only have basic tiles and I kept tying with the AI for too many turns where I couldn't even end the match anymore because I don't want to take damage. This gets boring and a waste of time too quickly.

3. The AI could use improvement. I had one match where the AI could have beat me and ended my run, but it placed its O on a square that didn't win it the match and ended my run, letting me defeat it to move on to the next match. It should be more aggro in its plays to do as much damage as possible to the player, even if it leaves an opening for you to deal damage to it.

4. As a thought, the player should be fully healed after battles. You only can heal in reward screens, but they end up taking over a tile choice since you only get 2 at a time. Instead, it should be max health upgrades since I thought the "gain X% health tiles" were tiles to be added to my deck, only to find out that just heal me for that much health without adding anything to the tile.

5. Hearing that elites and bosses are in the game, make them pay artifacts with passive effects as loot that trigger when you do something like "when the board is full, if you have the most tiles, deal X damage to the opponent." They only pay tiles, and they aren't that rewarding right now to defeat.

6. Finally, add an option to view your cards left in the deck. On card draft screens, I can't tell what I have in the deck and I don't want to add something that doesn't sync with it if I don't ever know what I have to begin with.

Thanks for the detailed feedback! I'm working on updates that will address points 1, 3, 5, and 6, especially 6. 

I'm designing a solution for the "endless ties" issue. I'll need to think about how it should work before I can implement anything, though.

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Really cool concept.  I think there's a slight imbalance between how often the AI and the player get the special blocks, but overall it's very cool.


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hi

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hello

no

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Pretty fun concept. Could probably do with a tutorial phase to explain the different tiles, and how to use them.

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Could use an option for auto progressing on placing the tile. 

Otherwise nice game :)

thanks!! Do you mean like a toggle to auto-play instead of actually playing?

Um I mean an option to auto play the enemy turn right after player turn. Without needing to press a button.

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oh got it! yeah I could do that. I can add a toggle in settings. 

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Really cute game with quite some potential :D

I liked the idea of special effects, they give a bit more depth to the classical tic-tac-toe. On the player's side however they're a bit too random or so it felt. From the description it does seem that you're heading in a cool direction with it, so it will be interesting to see where this goes.

For the future, maybe a quick intro could also be added? Just to spice up the story some more ~

Also, probably not intended to work this way but I dragged a block into the enemy and accidentally pushed him in the floor oops ^-^'

Thank you for playing!

I'm working on a comic-style intro. It's a bit slow but I'll try to prioritize it :)

Yeah, you can actually push both characters around with the blocks. I need to remove it eventually, but I found it funny so I left it for now haha

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It definitely was fun haha but then I realised I can't see the enemies' health and I panicked a bit lol

unfortunately had to get rid of it because it's too easy to softlock yourself, but I'm going to try to add some kind of pushing back into the game

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It’s a cute game and the sound effects are on point.

The clouds in the background move a little too fast for me

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TIC TACTIC Gameplay

Deleted 114 days ago
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I keep on getting one tile and the 2 tile is to op 

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Good concept but there are several issue that will need to be tackled:

1) The game quickly become repetitive and dragging because most tic tac toe game will end up in draw, and drawing does not help to progress the game in any meaningful way. I suggest to implement something that make draw more meaningful (both player take 1 damage, tile type that activate if draw, etc)

2) The double placement tile is absolutely too strong due to the small size of the board.

3) Lack of player agency between each battle because there are no upgrade choices (decided by RNG).

4) Probably an oversight but HP reward does not heal you up, and I have yet to discover any way to recover HP, making that reward completely useless.

Overall the game have potential but balancing and more content update will be needed to give it more replayability.

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Your first point makes a lot of sense. I have a few ideas that I’ll work on, and draw state tiles could be interesting, too. I’m also working on upgrade choices, so that should come soon!

There are two HP rewards: the red heart, which increases max hp, and green hearts, which recover health. I probably should have made that more clear. 

Hi! Just wanted to let you know that I implemented most of these suggestions in the recent version. I still have some other things I'm working on, but it should be a little more replayable now :