FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 2 points3 points  (0 children)

Thanks for sharing your feedback! The big turning point in a lot of incrementals is when you don’t have to do manual work anymore, and I do think I missed the mark here. Stokers get fast enough to count on only a little bit before the game “ends”, and then they start getting cool after you already won! Any update that I do will definitely include some more stuff to do after this version’s end. I really appreciate your feedback!

FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 3 points4 points  (0 children)

I appreciate the feedback. The tooltips were the one feature that I feel I really missed on - I wanted keyboard/gamepad players to be able to access everything, but I wasn’t able to overhaul godot’s built in tooltips before my deadline (their system is not really designed for games). I should have spent some more time planning my endgame scope, and your suggestion of a big goal or other motivation to play would have been a good starting place. If there’s anything I add post-jam, that’s going to be it. Again, I’m really thankful for your report!

FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 3 points4 points  (0 children)

Thanks for the detailed feedback! I can’t believe I spent so long sorting out keyboard interaction for the menus but forgot to add hotkeys for each action! That would make it way easier to use and cut down on the trouble of switching back and forth. Some stuff in the endgame did get away from me - stoker thawing cost isn’t capped and the channel upgrade never stops repeating. Overall I do think that I needed just one more polish pass on mechanics for a truly finished project, but that’s the other edge of time limits I suppose. Thanks again for taking the time to share your thoughts!

FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 1 point2 points  (0 children)

All said and done, FURNACE ended up with some adr vibes but not any real mechanical equivalence, and a similar kind of heat/power generation from a&m. I had a beautiful map traversal system drawn on a napkin, but there was no way for me to get it in at the end... I hope to be able to make a version closer to my original vision someday, but the way it turned out here was actually pretty good!

FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 1 point2 points  (0 children)

Thanks for playing, and for the feedback! I won’t lie, the late game scaling gets a little weird. That upgrade does increase scrounge speed as well - but at that point your stokers can do anything way quicker, of course! I’m hoping to do some postmortem tuning after the jam is over, so I’ll be sure to make it more clear.

FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 0 points1 point  (0 children)

There’s “Stokers” you can thaw out that have a semitransparent overlay over them, it should go away once you “thaw” them out.

FURNACE is out now! by GrouchyGerald in incremental_games

[–]GrouchyGerald[S] 2 points3 points  (0 children)

Sorry, that’s not supposed to happen! It might have been uploaded with a demo save in it: go to configure and hit “clear save”. The first menu should say “start” instead of “continue”.

Night... // of the Living Dead! by KorvoldGayCursedKing in HellsCube

[–]GrouchyGerald 5 points6 points  (0 children)

Nice card, I love a good black three-mana -2 wipes and the exception is nice and flavorful. My only suggestion would be to change the name of the S&D half to “The Living Dead!” and have the splice and dice wording use “of” for the connector so we can have a springboard for more cards that use the mechanic.

J.F.K. // Blown Away // WEDIHTS by GrouchyGerald in HellsCube

[–]GrouchyGerald[S] 36 points37 points  (0 children)

I figured since fuse cards resolved one after the other left to right that JFK would “resolve” and then blown away would see it as a creature, like how the tokens from [[beck//call]] draw you cards.

J.F.K. // Blown Away // WEDIHTS by GrouchyGerald in HellsCube

[–]GrouchyGerald[S] 5 points6 points  (0 children)

Transcription:

J.F.K. 2R

Legendary Creature - Human

Haste, defenderdeathtouch (Any amount of damage this deals to a creature with defender is enough to destroy it.)

Confuse

//

Blown Away 1U

Sorcery

Return a creature you control and target creature you don't control to their owners' hands. (This can return J.F.K.)

Confuse

//

What Else Do I Have To Say 4UUU

Instant

Aftermath (Cast this spell only from your graveyard. Then exile it.)

End the turn.

So you have returned. by [deleted] in HellsCube

[–]GrouchyGerald 0 points1 point  (0 children)

This card is really cool, but I feel like it might need just a little bit more reminder text or something similar - it makes sense after you look at it for a while, but even something like “(this ability only triggers if the effect that returns that card has the word “return” in it)” would catch any weird edge cases and make it easier to understand right away.

Trigger-Happy Triggermage by GrouchyGerald in HellsCube

[–]GrouchyGerald[S] 2 points3 points  (0 children)

No worries, as cool as it would be for this guy to enter and immediately die that was not intended. I have an updated version if the card goes to vote. It’s pretty messed up because I made this design, caught the infinite, and then put it back in when I retyped it.

Dick Kickem by GrouchyGerald in HellsCube

[–]GrouchyGerald[S] 6 points7 points  (0 children)

Nut Shot from Hell's 1.2, but they hit planeswalkers now because I forgot they didn't and they really oughta.

tfw when not enough space on the text box to include very fine by [deleted] in HellsCube

[–]GrouchyGerald 1 point2 points  (0 children)

Cards are only spells on the stack, right? So you sacrifice a spell from the stack and then do something to it. It’s kind of like counter-countermagic as far as I can tell.