Thank you so much for creating the game. It's awesome. I'm only managing 313 points, and I've tried a lot of things. How does one get 333 points? Also, does the story progress? Will there be multiple levels?
You’ll get 20 XP from the Gnome, but only if all empty fields are discovered. There are loose plans for a sequel with multiple levels where the story continues. Thank you for playing <3
As a huge fan of Dragonsweeper I absolutely love this. Thank you for making it and sharing it for free (with the added bonus of no data collection / network requirement for the Android version, noice!).
The only thing that could improve this game for me is if you added support for auto saving & resuming the current run. Roguelike purists might disagree, but I think it would be a great UX improvement especially on mobile if there’s no pressure to finish a level in one sitting.
Auto-save would be really nice, but unfortunately I don’t see it happen soon. On Android, the current game state is kept (for some time) when keeping the app in the history. Not ideal, but it works for me (most of the time).
Update: I noticed with the engine upgrade, there was a tap control glitch on android: long press would sometimes be interpreted as double tap, which could cause all kinds of things. Slow swiping in turn could be interpreted as a long tap gesture. This might cause the problems you’ve experienced. Fixed it today in version 1.0.24 - the Android app might take a while to come online though.
What a cool game, I come back to play it from times to times !
I think (I might be wrong) but the winning sound effect is not streamed but configured as "decompress on load" (go in unity and click on the sound file to check the options) on my computer it freezes the game a bit on win and I think it might be that.
well sorry for my stupidity then T_T. Yeah it's on firefox and it's reputed for having sound issues with games, I had a similar issue recently in unity so I though it was that !
Not sure if you have support for landscape mode with phones, but that'd be nice to be used here for the browser version.
The bow targeting makes it feel random to the point of uselessness. The only time it feels useful is for sniping the slime master. Not sure how to fix that especially if you want a simple way that does not overlap with the staff too much.
Not clear to me what the buzzy (split animation) floor tile means.
Hey thank you for your feedback! I’m open to ideas on improving the items! The bow makes most sense with the slime master and the eye, both of which you might get knowledge of before they are in reach. I’d like it to be stronger though. Maybe allow it to attack not only the second row, but also all covered fields beyond the second row?
The split animation gives a clue on where the final boss in located. It also weaves into a subtle story which I potential sequel would pick up on.
Landscape: The game was primarily targeting Android portrait. Agreed it would be cool to have landscape on Desktop! It’s planned for the potential sequel!
I'm trying again now and I still am not sure on how to use the bow for the eye. The spots I would think to try are never valid targets (I'm guessing diagonals mess with "second row" calculation).
I think the bow would be better if it revealed walls/floors at very least, perhaps some alternate type of highlight (miss?) that doesn't count as revealed. I'm assuming it can't take out all enemies, but no idea where that line is at (lvl 8 or lvl 5?).
Other note (re: Is the Game Always Solvable): I've noticed it's possible for walls to cross the map, and with diagonal gaps not always crossable... if you use the available hammers on banners (like before the entire wall is revealed) you can get stuck that way.
Just updated the game, the bow got buffed. It’s a small change but it makes it quite a bit stronger: When a targeted monster gets defeated, the field gets revealed. This effectively opens up a new discovery path.
The game doesn’t make it obvious that shooting with the bow also requires hearts. Hearts are more like energy in this game; you need energy to shoot. I changed the bow to show its strength when activated.
The bow only shoots 2 tiles straight, not diagonal. I like that, because it adds kind of a quest to open up a straight line to shoot.
About being solvable with lots of walls: The starting area provides 4 hammers (though 2 are playing hide-and-seek). So far, I haven’t seen a map that’s truly impossible given optimal play. But the real challenge is: what is optimal play?
You can mess around with different strategies by replaying a map - just grab the seed from the bottom of the main menu and hit “Play Seed.” If you actually stumble on a map that’s 100% unsolvable (even with some lucky guesses), drop the seed or a screenshot! I’d love to see it!
Having fun but keep getting got stupidly because my eyes skim over monsters when they don't have their number displayed. Please please please leave the numbers displayed over monster sprites! I'm never gonna remember that by heart!
-Edit- NVM i found the setting to do that, yaaay! :D
Thanks, yes it’s heavily inspired by Dragon Sweeper. I love that game and wanted to play it on mobile. It turned out very similar, while it has its own twists too. I’m glad you like it :D
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Thank you so much for creating the game. It's awesome. I'm only managing 313 points, and I've tried a lot of things. How does one get 333 points? Also, does the story progress? Will there be multiple levels?
You’ll get 20 XP from the Gnome, but only if all empty fields are discovered. There are loose plans for a sequel with multiple levels where the story continues. Thank you for playing <3
As a huge fan of Dragonsweeper I absolutely love this. Thank you for making it and sharing it for free (with the added bonus of no data collection / network requirement for the Android version, noice!).
The only thing that could improve this game for me is if you added support for auto saving & resuming the current run. Roguelike purists might disagree, but I think it would be a great UX improvement especially on mobile if there’s no pressure to finish a level in one sitting.
Thanks <3
Auto-save would be really nice, but unfortunately I don’t see it happen soon. On Android, the current game state is kept (for some time) when keeping the app in the history. Not ideal, but it works for me (most of the time).
No pressure :)
The new update really increased the sensitivity on swiping to set a number in a square and I can't use the feature on my phone as a result.
But thanks for continuing to work on the game! The translucent tiles to mark squares you've revealed but can't reach is a nice touch.
Hey thank you for nice message :)
The sensitivity didn’t change, but I decreased it a bit anyway. If you play on phone, the Android App might work better. Thank you for playing <3
Update: I noticed with the engine upgrade, there was a tap control glitch on android: long press would sometimes be interpreted as double tap, which could cause all kinds of things. Slow swiping in turn could be interpreted as a long tap gesture. This might cause the problems you’ve experienced. Fixed it today in version 1.0.24 - the Android app might take a while to come online though.
Update2: found and fixed more control issues on Android. Also the game got a nicer annotation picker now :)
What a cool game, I come back to play it from times to times !
I think (I might be wrong) but the winning sound effect is not streamed but configured as "decompress on load" (go in unity and click on the sound file to check the options) on my computer it freezes the game a bit on win and I think it might be that.
Sorry if it's not that !
Hey thank you for your kind words :D
It’s a godot game and I think the sound problem might relate to the browser. Are you on Firefox?
well sorry for my stupidity then T_T. Yeah it's on firefox and it's reputed for having sound issues with games, I had a similar issue recently in unity so I though it was that !
Not sure if you have support for landscape mode with phones, but that'd be nice to be used here for the browser version.
The bow targeting makes it feel random to the point of uselessness. The only time it feels useful is for sniping the slime master. Not sure how to fix that especially if you want a simple way that does not overlap with the staff too much.
Not clear to me what the buzzy (split animation) floor tile means.
Hey thank you for your feedback! I’m open to ideas on improving the items! The bow makes most sense with the slime master and the eye, both of which you might get knowledge of before they are in reach. I’d like it to be stronger though. Maybe allow it to attack not only the second row, but also all covered fields beyond the second row?
The split animation gives a clue on where the final boss in located. It also weaves into a subtle story which I potential sequel would pick up on.
Landscape: The game was primarily targeting Android portrait. Agreed it would be cool to have landscape on Desktop! It’s planned for the potential sequel!
I'm trying again now and I still am not sure on how to use the bow for the eye. The spots I would think to try are never valid targets (I'm guessing diagonals mess with "second row" calculation).
I think the bow would be better if it revealed walls/floors at very least, perhaps some alternate type of highlight (miss?) that doesn't count as revealed. I'm assuming it can't take out all enemies, but no idea where that line is at (lvl 8 or lvl 5?).
Other note (re: Is the Game Always Solvable): I've noticed it's possible for walls to cross the map, and with diagonal gaps not always crossable... if you use the available hammers on banners (like before the entire wall is revealed) you can get stuck that way.
Just updated the game, the bow got buffed. It’s a small change but it makes it quite a bit stronger: When a targeted monster gets defeated, the field gets revealed. This effectively opens up a new discovery path.
The game doesn’t make it obvious that shooting with the bow also requires hearts. Hearts are more like energy in this game; you need energy to shoot. I changed the bow to show its strength when activated.
The bow only shoots 2 tiles straight, not diagonal. I like that, because it adds kind of a quest to open up a straight line to shoot.
About being solvable with lots of walls: The starting area provides 4 hammers (though 2 are playing hide-and-seek). So far, I haven’t seen a map that’s truly impossible given optimal play. But the real challenge is: what is optimal play?
You can mess around with different strategies by replaying a map - just grab the seed from the bottom of the main menu and hit “Play Seed.” If you actually stumble on a map that’s 100% unsolvable (even with some lucky guesses), drop the seed or a screenshot! I’d love to see it!
Having fun but keep getting got stupidly because my eyes skim over monsters when they don't have their number displayed. Please please please leave the numbers displayed over monster sprites! I'm never gonna remember that by heart!
-Edit- NVM i found the setting to do that, yaaay! :D
Glad you’re having a good time and thank you for your feedback! Maybe showing monster levels should be the default setting?
:D
Update: added Settings (auto-pickup and auto-level-up)
I see and hope that it is inspired by the dragonsweeper game because it has similar things
good game and can be played on mobile :D
Thanks, yes it’s heavily inspired by Dragon Sweeper. I love that game and wanted to play it on mobile. It turned out very similar, while it has its own twists too. I’m glad you like it :D
Update:
I don't really understand how to win this game. It seems rather luck based.
Essentially, it’s Minesweeper. Make sure to play the Tutorial :)
It’s always solvable and only rarely guessing is required. For the most part it’s winnable applying logic.
I’ll show a text box to make sure the player knows what’s the goal, thanks for the feedback! <3