I don't see an option to rate the game, but if I could, I would choose 5 out of 5. Great graphics, mechanics and gameplay is addicting, thanks for sharing!
I have played this game and I've loved it, it's a weird combination of Die in The Dungeon and Peglin, both games I really enjoy, and it has come time to leave my feedback:
1) Some of the tiles are extremely weirdly described or lack information, an example being the "25% chance of dealing 5 damage", I always thought that this one was useless because I assumed that the remaining 75% was a "deal no damage", which makes it kinda bad, only now, after beating the game multiple times, I realize that the last 75% was a "deal 1 damage". Another example is the "earthquake tile", reading "when placed causes an earthquake that moves all tiles", I was expecting all the tiles to move in a random direction, which made it a terrible pick for me, now instead I realized that the movement was deterministically towards the ground and that could get me easily out f tricky situations.
2) The elite fights seem underwhelming with rewards, especially because the third option isn't present if you re-roll. some relic like in peglin would make the experience more worth it.
3) There are some interactions I'd like to sort out, like this one: An electric tile doesn't destroy another electric tile, or if beat the game the next run you get to keep the money you had when completing it, or an enemy tile being used to make a player tris (This has happened in the third act against a specific opponent that uses a player tile to suicide.), are those bugs or genuine mechanics?
4) Sometimes the animations feel too slow, could there be an option to increase the animation speeds?
5) As mentioned in point 4, the animation speeds are slow, and there is an option to "pre-move", or put your tile on the board before it is "technically" your turn (I consider this the first moment in which you can press arrow button and skip your turn, which is a weird mechanic on its own), however this means that if you are fast enough (my default mouse sensitivity is the max, and even with that I can't consistently fast enough) you can place your tile where the enemy would want to place theirs, this results in a lot of good perks: 1, the enemy turn is canceled and the tris they made, if any, isn't considered complete. 2, the overwritten tile is gone and won't ever return to the enemy, not even on board clears, this means that you can technically get an enemy to have 0 tiles by overwriting each of their tiles. 3, the overwritten tile, while still visually present, doesn't occupy any space and can be played on by both you and the enemy, the tile is also not considered part of any tris.
P.S. The animation speed also makes another problem, if you use a tile that has an animation (e.g. electric, rain, axe, earthquake) and the animation plays, you have more than enough time to get the tiles to any space you want, making the bug easily accessible. With this I made a fully animation-heavy deck and beat the game by not allowing the final boss to place any tile.
6) No matter how much time I've looked the AI never seems to use the second or third tile in the turn order, even tough they very well could, this also feels like I'm exploiting them for I'm able to essentially plan several moves ahead by looking what the enemy will do and, occasionally, intentionally loosing three hp to get an insane damage number in one turn.
I hope that this comment wasn't heard as a downgrade for this game, this is an awesome game and I really enjoyed playing it. KEEP DEVELOPING
Thanks for the feedback! I’ll respond to the pertinent issues below :)
2 - relics are coming! I mentioned them in the most recent dev log
3 - those aren’t bugs, though the enemy having an X tile was an accident. The gold retained is a logarithmic function to benefit players that die early into a run.
5 - that’s a bug! I’ll see if I can fix it.
6 - that’s intentional. The enemy will always use the tiles in the order presented, so you can plan ahead.
It is good but I think it may be a bit too RNG based. Some of the bots are too strong and you need to play a very specific strategy to win. Overall, 7/10.
smth happened with the plague elite, and now its my turn but there is no play button... the game wont recenter the chicken's cards, the 2 plague cards left on the board have lost their sprites (but the actual tile is still there) there is no way to continue
also, the save function doesn't work for me, every time I continue it just resets me at pond ruins, the only thing is that the map generation is the same
Absolute fantastic game, the deck building astetics mixed with the puzzle that gets more complicated as you get more complex tiles is simply super fun, 10/10
this is the best deckbuilder i've played in a while. I love the amazing and ingenious twist on the old classic.
my endless ramble that is my thoughts (u don't have to read this):
1) I think there would be a cool roguelite element if you added different starting characters.
ideas/examples:
when you first start, you are a basic duck who begins each run with 5 basic tiles
after you beat pond ruins, you unlock armor duck who begins each run with 2 shields and 3 basics
etc. etc.
if you want to preserve the roguelike element, then you don't have to, but i often find that with roguelikes like yours, it feels too luck-based to beat the game. if you added a character unlock system, it would be a easier and more interesting game as you can make fun combos with different starting decks
2) I think the second boss may be too overpowered, because if it makes a match with 3 unharmed shield tiles (which is 80 percent of its deck) it matches twice, once for the original match and again for the match of cracked shields after all the tiles in the match take 1 damage. you could change this by adding more diversity to his deck, instead of 4 shield + 1 heal
3) the trade offers are a bit much, because they often trade for a good tile, but at the cost of 2-3 pretty good tiles, which is not a worth it sacrifice.
4) maybe for the last area, add a huge possibility of routes with maybe a elite only route that faces you against elite after elite, for skilled or very lucky decks who want to go for high scores and high rewards. you could also add mini bosses and a final boss
Thanks for the kind words! If you have a Discord, I'd appreciate it if you joined the server! I think some of this feedback is great but I'd love to discuss a little more :)
I won because of water, duplicate and arrow tiles because arrows delete their blocks while water and duplicate spread mine. Feel free to try it yourself.
It’s coming! Enemies already have different dialogue depending on where you are, but the full game will have a lot more dialogue and mini stories in each area.
I won! Spamming gifts is busted: if you get a board with a few of them down and then score, they will multiply, it will be your turn again and you're practically guarenteed to have enough on the field to score again after you take it, which will cause it to be your turn on the board with 3 still available and it just gets out of hand... I hit the final boss with 4 scorings in one turn to practically instakill it.
Luck I guess, they just kept appearing and I kept taking them. I must have had like 4 of them by the end of things. And I was not really adding that many others and I was taking removals of other dice types.
You can also withhold them in your hand between "restocks" which allows you to have 3 in your hand even if there is only one in your deck.
The Staging of when things move up and down is weird. When I place a rain it doesn't move on the enemy's turn, but when the enemy does it moves before I get to place
i think you can heal if you quit and then continue?? I had to leave and eat and when i came back i was full health idk i think it happened maybe i forgot
Oh, correction. The game saves before you pick a new destination, so if you got hurt during a battle and quit, it'll take you to the beginning of that encounter. > If you moved on and then got restored, then that was a bug.
Hey! Playing the games from the finish your game jam and wanted to leave some feedback.
I think you've got a really strong concept here! All of the animations and ui are really nice, and most of the descriptions are fairly clear.
I do think that there's some 'complexity' issue with how solved tictactoe is and how good the ai is. It often feels impossible to avoid taking damage. I also have a minor thought about the "rain" tile. The tile moves downwards in the cleanup step post turn, so the enemy can respond when it's placed, but the player can't when the enemy uses it. It just ends up feeling bad.
Overall though, I think this is a really solid game, and I'm excited to see what it looks like when it's done!
There are some issues with the per-turn tiles that I need to work out. The Rain tile feels way stronger for the enemy than the player, for instance. I know what you mean about it feeling bad; taking damage is fine, but it's different when you don't get to do anything about it.
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 :)
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”.
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)
Good point! I'll change it so the continue button appears only after you made a choice in the trade.
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!
(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.
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.
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.
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I like this game, I wish there was a multiplayer were I could 1v1 a Friend though. Still a 10/10 game.
Really fun! Super creative concept
I don't see an option to rate the game, but if I could, I would choose 5 out of 5. Great graphics, mechanics and gameplay is addicting, thanks for sharing!
I have played this game and I've loved it, it's a weird combination of Die in The Dungeon and Peglin, both games I really enjoy, and it has come time to leave my feedback:
1) Some of the tiles are extremely weirdly described or lack information, an example being the "25% chance of dealing 5 damage", I always thought that this one was useless because I assumed that the remaining 75% was a "deal no damage", which makes it kinda bad, only now, after beating the game multiple times, I realize that the last 75% was a "deal 1 damage". Another example is the "earthquake tile", reading "when placed causes an earthquake that moves all tiles", I was expecting all the tiles to move in a random direction, which made it a terrible pick for me, now instead I realized that the movement was deterministically towards the ground and that could get me easily out f tricky situations.
2) The elite fights seem underwhelming with rewards, especially because the third option isn't present if you re-roll. some relic like in peglin would make the experience more worth it.
3) There are some interactions I'd like to sort out, like this one: An electric tile doesn't destroy another electric tile, or if beat the game the next run you get to keep the money you had when completing it, or an enemy tile being used to make a player tris (This has happened in the third act against a specific opponent that uses a player tile to suicide.), are those bugs or genuine mechanics?
4) Sometimes the animations feel too slow, could there be an option to increase the animation speeds?
5) As mentioned in point 4, the animation speeds are slow, and there is an option to "pre-move", or put your tile on the board before it is "technically" your turn (I consider this the first moment in which you can press arrow button and skip your turn, which is a weird mechanic on its own), however this means that if you are fast enough (my default mouse sensitivity is the max, and even with that I can't consistently fast enough) you can place your tile where the enemy would want to place theirs, this results in a lot of good perks: 1, the enemy turn is canceled and the tris they made, if any, isn't considered complete. 2, the overwritten tile is gone and won't ever return to the enemy, not even on board clears, this means that you can technically get an enemy to have 0 tiles by overwriting each of their tiles. 3, the overwritten tile, while still visually present, doesn't occupy any space and can be played on by both you and the enemy, the tile is also not considered part of any tris.
P.S. The animation speed also makes another problem, if you use a tile that has an animation (e.g. electric, rain, axe, earthquake) and the animation plays, you have more than enough time to get the tiles to any space you want, making the bug easily accessible. With this I made a fully animation-heavy deck and beat the game by not allowing the final boss to place any tile.
6) No matter how much time I've looked the AI never seems to use the second or third tile in the turn order, even tough they very well could, this also feels like I'm exploiting them for I'm able to essentially plan several moves ahead by looking what the enemy will do and, occasionally, intentionally loosing three hp to get an insane damage number in one turn.
I hope that this comment wasn't heard as a downgrade for this game, this is an awesome game and I really enjoyed playing it. KEEP DEVELOPING
Thanks for the feedback! I’ll respond to the pertinent issues below :)
2 - relics are coming! I mentioned them in the most recent dev log
3 - those aren’t bugs, though the enemy having an X tile was an accident. The gold retained is a logarithmic function to benefit players that die early into a run.
5 - that’s a bug! I’ll see if I can fix it.
6 - that’s intentional. The enemy will always use the tiles in the order presented, so you can plan ahead.
Very creative!! Wish I was the one who came up with this haha. Good job!!
PLEASE add inf mode
that's not a bad idea honestly
It is good but I think it may be a bit too RNG based. Some of the bots are too strong and you need to play a very specific strategy to win. Overall, 7/10.
Absolutely in love with this game. It’s completely stolen my afternoon from me.
smth happened with the plague elite, and now its my turn but there is no play button... the game wont recenter the chicken's cards, the 2 plague cards left on the board have lost their sprites (but the actual tile is still there) there is no way to continue
also, the save function doesn't work for me, every time I continue it just resets me at pond ruins, the only thing is that the map generation is the same
I’ll check out the plague tile bug! Not sure about the save issue, though. What browser are you using?
pretty good
I wish there where more levels
so true
Very coool and fun :)
Absolute fantastic game, the deck building astetics mixed with the puzzle that gets more complicated as you get more complex tiles is simply super fun, 10/10
this is the best deckbuilder i've played in a while. I love the amazing and ingenious twist on the old classic.
my endless ramble that is my thoughts (u don't have to read this):
1) I think there would be a cool roguelite element if you added different starting characters.
ideas/examples:
when you first start, you are a basic duck who begins each run with 5 basic tiles
after you beat pond ruins, you unlock armor duck who begins each run with 2 shields and 3 basics
etc. etc.
if you want to preserve the roguelike element, then you don't have to, but i often find that with roguelikes like yours, it feels too luck-based to beat the game. if you added a character unlock system, it would be a easier and more interesting game as you can make fun combos with different starting decks
2) I think the second boss may be too overpowered, because if it makes a match with 3 unharmed shield tiles (which is 80 percent of its deck) it matches twice, once for the original match and again for the match of cracked shields after all the tiles in the match take 1 damage. you could change this by adding more diversity to his deck, instead of 4 shield + 1 heal
3) the trade offers are a bit much, because they often trade for a good tile, but at the cost of 2-3 pretty good tiles, which is not a worth it sacrifice.
4) maybe for the last area, add a huge possibility of routes with maybe a elite only route that faces you against elite after elite, for skilled or very lucky decks who want to go for high scores and high rewards. you could also add mini bosses and a final boss
Thanks for the kind words! If you have a Discord, I'd appreciate it if you joined the server! I think some of this feedback is great but I'd love to discuss a little more :)
sry don't have discord :(((
I deeply agree with 2 and 4
There will be a mobile version?? I really want to play it on my phone!!
Nice music, good use of colors...
Looks fun!
Very cute concept!
10/10 game, so good
great game! I could only defeat 6 enemies :D
just use drop and duplicate tiles
I'll try it, thanks :D
I hope it works for you
I won because of water, duplicate and arrow tiles because arrows delete their blocks while water and duplicate spread mine. Feel free to try it yourself.
Honestly a fun game!
11/10 rating
I'm still playing this game even after I beat it twice
also maybe add more story and dialogue to increase the "vibe" of the game
It’s coming! Enemies already have different dialogue depending on where you are, but the full game will have a lot more dialogue and mini stories in each area.
that's good and overall the thing I want to see the most is new blocks to put on the board
I won! Spamming gifts is busted: if you get a board with a few of them down and then score, they will multiply, it will be your turn again and you're practically guarenteed to have enough on the field to score again after you take it, which will cause it to be your turn on the board with 3 still available and it just gets out of hand... I hit the final boss with 4 scorings in one turn to practically instakill it.
This was a fun one!
That's an interesting strategy I didn't think of, but how do you get so many of the same tile?
Luck I guess, they just kept appearing and I kept taking them. I must have had like 4 of them by the end of things. And I was not really adding that many others and I was taking removals of other dice types.
You can also withhold them in your hand between "restocks" which allows you to have 3 in your hand even if there is only one in your deck.
lol
I recently tried getting just one present tile and it was already op so I get what you're saying now
also I won super easy
The Staging of when things move up and down is weird. When I place a rain it doesn't move on the enemy's turn, but when the enemy does it moves before I get to place
It’s at the start of the turn for now, so it happens between the enemy’s turn and the player turn. I’m updating the logic for the new demo!
that's good
Brilliant
The text from the trader (when declined) writes over the old text. This might need to get fixed.
As far as the game goes: It's a fun variation of a classic!
Yeah please fix the trader text
Loved it =D plays well and will play more on my own time! =) keep up the amazing work!
Thank you!
fr
i think you can heal if you quit and then continue?? I had to leave and eat and when i came back i was full health idk i think it happened maybe i forgot
Oh, you're right! I'll take care of it, thanks for mentioning it!
Oh, correction. The game saves before you pick a new destination, so if you got hurt during a battle and quit, it'll take you to the beginning of that encounter.
> If you moved on and then got restored, then that was a bug.
I have a question about the "+1 damage per turn" tile:
How does it work? XD
Every time I've used it it's dealt 1 damage regardless of turn count.
oh, it increases in damage the longer it stays on the board! I should update the description to be more clear
Ohhhh, right! Thank you!
Great game, by the way, I'm addicted! 😄
Hey! Playing the games from the finish your game jam and wanted to leave some feedback.
I think you've got a really strong concept here! All of the animations and ui are really nice, and most of the descriptions are fairly clear.
I do think that there's some 'complexity' issue with how solved tictactoe is and how good the ai is. It often feels impossible to avoid taking damage.
I also have a minor thought about the "rain" tile. The tile moves downwards in the cleanup step post turn, so the enemy can respond when it's placed, but the player can't when the enemy uses it. It just ends up feeling bad.
Overall though, I think this is a really solid game, and I'm excited to see what it looks like when it's done!
There are some issues with the per-turn tiles that I need to work out. The Rain tile feels way stronger for the enemy than the player, for instance. I know what you mean about it feeling bad; taking damage is fine, but it's different when you don't get to do anything about it.
Thanks for playing and for your feedback!!
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 :)
Very enjoyable, thank you for the experience. Keep up the great work.
Thanks for playing!
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”.
Thanks for your feedback!!
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.
thank you for the kind words!! Steam is coming (very) soon, hopefully other platforms later :)
Lots of fun honestly, I adore the gameplay loop. The animations and art style look so nice, great stuff!
Great concept! Nice little game. I adore the art style and animations.
thank you!
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?
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.
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.
hi
hello
no
Pretty fun concept. Could probably do with a tutorial phase to explain the different tiles, and how to use them.
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.
oh got it! yeah I could do that. I can add a toggle in settings.