Captain Tsubasa in a browser with real head-to-head is awesome. The old special shots were the whole personality of that game. Did you keep the big named shots, or did you tone them down for balance online?
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How much vibe coding was done?
Hi, thanks for feedback. Yeah, for now game feels empty indeed, and balance is not great. This is intended to be fixed in the future.
Game has authoritarian server since this was the easiest way to implement the multiplayer in my case. It would be fun to have P2P tho
Happened to every slot, even weapons with worse attack (got 64 ATK tentacle something equipped in place of a 400 ATK ban hammer twice), body slot often equipped green items with half the bonuses, same for legs. Ring, necklace, ward, helmet, they all got changed to something worse at one point or another
Also, please revert the font back, reading some numbers is a mess right now - 2 and 8 look awful
Thanks, that's a good point. Part of it is already there: when a square locks, the panel under the board shows how strongly Jev thinks your answer fits each category on its own (say 90% yes for one and 30% for the other), and the points are the two multiplied. What it doesn't do yet is say why in words, or make the weak one stand out. I'll look at that.
Ah good catch, thanks. Right now auto-equip only looks at attack and skips your other stats, so it can swap in something worse. I'm changing it so it only swaps when the new item is better overall, and you'll be able to turn it off in Settings. Was it a weapon or armor that did it?
Good for passing some time. It's really annoying that it'll often equip a worse item than what I currently have
Itd be great if you could be bothered to write your own post, let alone your own game.
Stealing parts off other players mid-fight is a fun hook. One thing to watch in a 20 player match: when you only have a few players online, bots or a short warmup timer can keep the lobby from feeling empty. Also make sure a player who's losing still has something to grab, so a snowball doesn't end the match in the first minute. Is it server-run or peer to peer?
Scoring on how well it fits and not how obscure it is is a nice idea. One thing that might help with the "that score felt wrong" feedback: show a short line on why it got that number, like which category pulled it down. People trust a score more when they can see the reason. Gl with the tuning!
Hi, thanks for the feedback, I will think how to handle those UX problems
- The triangle pointer is too equilateral, making it harder to tell which way it's pointing.
- In the tutorial, "click part of your ship" and drag it to another place" isn't working for me. Whether I manually drag or click and attempt to reposition, both things just keep resetting.
- I'd like keyboard commands for movement and firing. I don't have severe carpal tunnel, but using the mouse nonstop, pressing down on the buttons does aggravate it.
This concept sounds good, so I'm willing to test further when conditions are right for me.
I see, that's actually a good suggestion, thank you
I wasn't even planning to play it. I just wanted to check the website.
Edit: What I mean, at least put something there so people can see what it's about and if it interests them, they can visit it again on a computer
Hi
Unfortunately, the game is not suitable for mobile (as for how I see it now).
The website enforces fullscreen on my phone, which would be bad on its own. But then the design isn't responsive and you can't really read it on a phone screen (a part of the website is off screen)
It's not indie gaming it's Hindi gaming !
Also seeing the hit chance and energy cost before committing plus the telegraphed move is very chess puzzle, I reckon chess folk would get into it
I played it a bit and it's really cute and fun. Got a story about how you developed it?
It plays now: https://overflow.games/stillwet/?sea (or "the rising sea" from the start line). Three settlers, a villager every 8 s per town you hold, tap a town to send its people on to the next or up to the altar, seven waves that each lift the sea for good, and the score is everyone at the altar plus whoever is still standing. If you try it, tell me where it breaks or gets dull.
Fair, all of it. It is one island of about two minutes, the tribe walks a fixed path, and once you know the answer it plays the same every time. Your sketch fixes exactly that: towns that grow while you hold them, an evacuation you choose, a sea that rises with every wave, and the altar count as the score. I am building it as an endless mode on the same island and will post here when it plays. The price waits until there is something worth paying for.
I'll give you my brutally honest review.
I have played it a few times but was wholly unimpressed. You have the potential for an interesting game, but I found the execution to be flawed.
My main complaint is that there's barely 2 minutes of gameplay and zero replayability. 1 free level is never going to be enough to draw people in.
Why do the NPCs exist? They add nothing to the gameplay or challenge. The game would play the exact same if they weren't there to begin with. Give them some meaning. For example, maybe they need to move from town to town so that they can survive. Like trading or something. Maybe even have resource spots the NPCs go to for food or supplies.
I feel the game needs more variation in how it plays out. Something to add strategy so that each time you play is never the same solution. Longer levels and waves that progressively get worse would be one option.
Here's one random idea that popped into my head:
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At the highest point of the map is an altar. You start with just 3 or so villagers that immediately populate the towns. Every town you hold gains 1 more population every 5-30 seconds or so. You can keep the villagers in the town, or choose to abandon it, which causes all the villagers to move to the next closest town. If the villagers have no town to go to, then they head to the altar where they ascend.
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The waves start out small, but grow in size each time they happen. Each wave causes the sea to rise. By the end of the game, only the altar at the top of the mountain will remain.
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The goal would be pretty straightforward. Keep your villages alive as long as possible to gain as much population as possible. Evacuate towns before they get wiped out to avoid losing villagers. Get as many villagers to the altar to get the maximum score you can.
My suggestion: make a solid game first before you start asking people for money. Have a free level pack that offers something like a solid 30 minutes to an hour of gameplay.
I would suggest looking at the game enclose.horse for some ideas at how to make a solid web game starting from just a simple concept.
Love the presentation.
But also how small an ascii character can get before it is practically just a pixel?
Love the premise and I'm a sucker for TUI like interfaces. Good luck on the endeavor!