Such a lovely game, tysm for making it! One point of feedback I'd like to share that having lots of enemies in love makes it very hard to tell how many actually hostile enemies are in the field. Maybe instead of the fiery particle effect, enemies in love could have their base colour changed to... pink, maybe?
I keep coming back to the game after a week even though I've reached lvl 40+ several times already the loop works so well, it's a pleasure to drop a card and hear the feedback of several enemies going down!
if there's somewhere else to put bug reports i'd be happy to repost this there but i encountered a glitch where my hp depletes and i just don't die. i'm unsure what might have caused it but it could have been that i died and reached a new level at the same time. i'm able to play cards but can't reach the next level. very strange i love your games btw
Damn I stopped at level 54, but I thought for sure I was at level 100+, I was probably already bored by level 25 or something, you have some real patience. I kept hoping for more emoji powerup screens but I only got like 3 or 4 in 54 levels.
bullet-repelling bullets: they rotate other bullets in a (very wide) range to move away from the point of impact when they impact
bullet-attracting bullets: same as bullet-repelling bullets, but attracts bullets
shockwave: knocks all enemies away from the point of impact (either only a little bit or with a maximum distance per time period
big bullet: bullet has wider radius
wind: a debuff combined with other benefits. ("shoot 6 wind bullets twice for 1 energy", "shoot a big piercing wind bullet for", "the next attack has wind and bounce and pierce", "the next attack is combined with a copy of it that has wind and bullet-attracting". knocks enemies back(a lot more then shockwave) instead of killing them. also flies much faster. When combined with love, the love only has a chance of 2.5% to apply.
repulse: AOE on impact. enemies move out of the AOE once before continuing to move towards the player.
scatter:makes bullets from the next attack have a slight randomness in their rotation
split: bullet turns into 2 bullets rotated 45° in opposite angles instead of disappearing, X times.
vibrate: makes bullets move sideways like a sine wave
portal: costs X. next attack you play has X less energy cost (minimum 0), but has a delay of 10 seconds
enchant: next attack improvement effect will apply to the next attack on the same card slot instead of the next attack
autoclicker: applies to the slot it is played on. automatically plays card (if there is enough energy) every 2sec on the mouse position specified when the card was played. if an autoclicker is already in play, the card is free, makes the autoclicker disappear and shoots 1 bullet.
discard: next card you play is free and doesn't have any effect
die: costs X. plays a random card that's not on your hand and costs X or less. unspent energy is regained. (if there is no card cheaper then or equally as expensive as the die, X random enemies die. joke feature maybe don't do that or make it a seperate card)
a card that lets you regain health: shoots 1 bullet for 2 energy. stacks on the card slot. (goes away when played on an other card slot or if an other card is played on this slot.) if it is stacked to 4, the stack disappears and you gain 1 heart.
structures: you can have a maximum of 4 structures in play, placed at mouse position. they are destroyed by enemies or by your own bullets. maybe they also time out?
turret: turrets fire an additional bullet each time you attack, but energy regenerates slower if there is at least 1 turret in play.
barrel: explodes when hit by your own bullet
regenerator: lets the player regain 1 heart every 3 minutes. player loses 1 heart if it is destroyed.
passive powerup that doubles the lifetime of bouncing bullets
passive powerup that makes explosions bigger
passive powerup that makes it so if you doubleclick a spot, all cards are aimed at that spot automatically (you don't have to aim anymore) until you doubleclick again
Great game! One thing I would appreciate however is if there were a quality of life option to make it so that rather than cards moving to the left, they stayed where they are and the new card replaced the card from where you just played it, rather than being on the right. Just an idea no biggie. Also the addition of new enemies and possibly counter-intuitive cards or effects throughout the game because at a certain point it just feels like you're spamming r and there is no way you can die, and even if you do it doesn't feel substantial whatsoever. This may seem harsh and I apologize, I really do think this is an amazing game
I agree with you about the card positions, if you're using the keyboard controls it can be a little confusing and cause misclicks since you're trying to do things under time pressure.
It's a cool little game but not fully playtested I suppose, still fun
After the passives update: Took a few runs to luck into the right cards and upgrades, but I became functionally immortal and chose to die. Overall, I think this is more fun, and better balanced. Genuinely interesting additions, the QWER UX is really nice, and I'm liking where it's going in terms of new cards and variation.
Inconsequential bug, that's probably easy to fix and was likely only introduced with the QWER addition: Whenever you play a non-attack card with QWER, the player object turns to face due east. In fact, the player only turns to face the mouse when you play an attack - which is probably fine, but I would lean towards either having the player object always tracking the mouse or (if you're concerned about efficiency) allowing allowing the player movement function to exit early if a non-attack card is being played (and so not move the player at all).
Well of course, instead of spending X energy you're spending 1 every time so X=1. All cards cost 1 is a good powerup if you have a lot of big cards like 3bomb, but the free cards are the key to the really broken combos and "all cards cost 1" breaks those
A Simple and addictive game that does a good job of drawing you in and making you want to come back and keep beating your high score. Do you have any plans to adapt it for mobile?
Love the addition of the perks and new cards I saw so far btw (e.g. 'love' and '+1 every time you use it')! I think it was also a wise decision to make the 3 bombs more expensive.
It became much harder at the start though, I might have to find a new balance there, but I have the feeling you run out of energy too soon and it's a bit too much based on luck whether you make it. However, I just played it a few times now, so maybe I'm too early with my feedback. As soon as you have a perk it becomes more manageable.
Did you remove the 'refill energy' card btw or is it just more rare now?
The 'refill energy' card seems to be one of the cards you can unlock with the 'unlocks after 3 levels' card. I miss the Refill Energy cards being in the normal pool of cards though! I agree that it makes the early game much more difficult and up to chance.
If that's where it is, they should probably tell you what card you're going to unlock. I only ever took one of those cards and then I swapped it out before it even unlocked because it was dead weight in my hand
there's a glitch where if you have the perk that shoots an extra bullet and you use the shoot 4 bullets in a row card, there will be 2 rows of shots (8 bullets) instead of 5 bullets in a row
Edit: this also happens with any other card that shoots beams of bullets
Edit: Never mind, I didn't have the perks yet, wasn't in the previous version and thought you were talking about the cards.
There is no perk 'extra bullet' I think, unless it was added in the last update. There is however 'fire next attack twice' which would behave like you explained.
Very fun game! A small error I noticed is that I got the perk that makes 1 cost bullets shoot twice, and then I lost and when I restarted, the perk was still applied starting on round 1.
it starts a bit too much after level 15. I laptop isn't dying, but its hard to play cards fast and to keep up. :) also maybe add a pause option? great game also fun!
Okay I love this game I'm just sad that my phone can't handle past level22 I had a broken build where I made the Shoot 4 X times turned into bombs and I had the card that let me play it twice. Then I just lightning bolted and I was ready to do it again XD
I got to level 56, I only stopped because my wrist was breaking haha. I had mostly triple bombs and energy refills. The problem is if you're not completely on it then it gets pretty laggy as more enemies appear. You need to destroy them quick!
I also found that the "Next shot is bouncy" combined with the quad pierce shot is pretty OP but any build needs energy refill
This game is very addictive, I played for a long time when I got the time, but it has almost nothing, and this game has the potential to have more stuff in it.
My note: 7/10 [NICE]
I really like the way we play, shoot to defeat(kill?) the enemies ahead to level up, but still they feel empty doing the same thing over and over again, but besides that I had so much fun while playing it with various options of different shots.
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Such a lovely game, tysm for making it! One point of feedback I'd like to share that having lots of enemies in love makes it very hard to tell how many actually hostile enemies are in the field. Maybe instead of the fiery particle effect, enemies in love could have their base colour changed to... pink, maybe?
I keep coming back to the game after a week even though I've reached lvl 40+ several times already
the loop works so well, it's a pleasure to drop a card and hear the feedback of several enemies going down!
if there's somewhere else to put bug reports i'd be happy to repost this there but i encountered a glitch where my hp depletes and i just don't die. i'm unsure what might have caused it but it could have been that i died and reached a new level at the same time. i'm able to play cards but can't reach the next level. very strange i love your games btw
same thing here
Very fun to play this game. Also very creative the mechanics
Very good game, excited for the updates. A fersure purchase in the future
This game is a real nice surprise, efficient, quick, straight to the point !
fun twist to deckbuilding mechanics!
well done!
I love this game so much! I optimized a hand that gave me an infinite loop. Eventually, I had to just stop, but I got to level 72!
Damn I stopped at level 54, but I thought for sure I was at level 100+, I was probably already bored by level 25 or something, you have some real patience. I kept hoping for more emoji powerup screens but I only got like 3 or 4 in 54 levels.
Music would be a great addition. (I'll make you some for free if you want HMU.) The UI for swapping a card with a new card is confusing.
there's a good game, hope you keep working on it, good job
ideas
bullet-repelling bullets: they rotate other bullets in a (very wide) range to move away from the point of impact when they impact
bullet-attracting bullets: same as bullet-repelling bullets, but attracts bullets
shockwave: knocks all enemies away from the point of impact (either only a little bit or with a maximum distance per time period
big bullet: bullet has wider radius
wind: a debuff combined with other benefits. ("shoot 6 wind bullets twice for 1 energy", "shoot a big piercing wind bullet for", "the next attack has wind and bounce and pierce", "the next attack is combined with a copy of it that has wind and bullet-attracting". knocks enemies back(a lot more then shockwave) instead of killing them. also flies much faster. When combined with love, the love only has a chance of 2.5% to apply.
repulse: AOE on impact. enemies move out of the AOE once before continuing to move towards the player.
scatter:makes bullets from the next attack have a slight randomness in their rotation
split: bullet turns into 2 bullets rotated 45° in opposite angles instead of disappearing, X times.
vibrate: makes bullets move sideways like a sine wave
portal: costs X. next attack you play has X less energy cost (minimum 0), but has a delay of 10 seconds
enchant: next attack improvement effect will apply to the next attack on the same card slot instead of the next attack
autoclicker: applies to the slot it is played on. automatically plays card (if there is enough energy) every 2sec on the mouse position specified when the card was played. if an autoclicker is already in play, the card is free, makes the autoclicker disappear and shoots 1 bullet.
discard: next card you play is free and doesn't have any effect
die: costs X. plays a random card that's not on your hand and costs X or less. unspent energy is regained. (if there is no card cheaper then or equally as expensive as the die, X random enemies die. joke feature maybe don't do that or make it a seperate card)
a card that lets you regain health: shoots 1 bullet for 2 energy. stacks on the card slot. (goes away when played on an other card slot or if an other card is played on this slot.) if it is stacked to 4, the stack disappears and you gain 1 heart.
structures: you can have a maximum of 4 structures in play, placed at mouse position. they are destroyed by enemies or by your own bullets. maybe they also time out?
turret: turrets fire an additional bullet each time you attack, but energy regenerates slower if there is at least 1 turret in play.
barrel: explodes when hit by your own bullet
regenerator: lets the player regain 1 heart every 3 minutes. player loses 1 heart if it is destroyed.
passive powerup that doubles the lifetime of bouncing bullets
passive powerup that makes explosions bigger
passive powerup that makes it so if you doubleclick a spot, all cards are aimed at that spot automatically (you don't have to aim anymore) until you doubleclick again
passive powerup that gives u 1 more hand card
passive scatter for every card
passive enchant for every card
passive 50% big chance
Finally got the 69 (could have gone longer but IRL duty calls)
I came to this website just to look around, but I really enjoyed the first game I played.
Great game! One thing I would appreciate however is if there were a quality of life option to make it so that rather than cards moving to the left, they stayed where they are and the new card replaced the card from where you just played it, rather than being on the right. Just an idea no biggie. Also the addition of new enemies and possibly counter-intuitive cards or effects throughout the game because at a certain point it just feels like you're spamming r and there is no way you can die, and even if you do it doesn't feel substantial whatsoever. This may seem harsh and I apologize, I really do think this is an amazing game
I agree with you about the card positions, if you're using the keyboard controls it can be a little confusing and cause misclicks since you're trying to do things under time pressure.
It's a cool little game but not fully playtested I suppose, still fun
After the passives update:
Took a few runs to luck into the right cards and upgrades, but I became functionally immortal and chose to die. Overall, I think this is more fun, and better balanced. Genuinely interesting additions, the QWER UX is really nice, and I'm liking where it's going in terms of new cards and variation.
Inconsequential bug, that's probably easy to fix and was likely only introduced with the QWER addition: Whenever you play a non-attack card with QWER, the player object turns to face due east. In fact, the player only turns to face the mouse when you play an attack - which is probably fine, but I would lean towards either having the player object always tracking the mouse or (if you're concerned about efficiency) allowing allowing the player movement function to exit early if a non-attack card is being played (and so not move the player at all).
If you get the perk "all cards cost one" and play shoot four bullets x times, it only ever shoots one row of bullets.
Well of course, instead of spending X energy you're spending 1 every time so X=1. All cards cost 1 is a good powerup if you have a lot of big cards like 3bomb, but the free cards are the key to the really broken combos and "all cards cost 1" breaks those
also, what happened to the energy refill cards? were they removed or just made much rarer?
Much rarer.
I never saw one in a few hours of play including one infinite run that I ended at level 54, I think they're just gone
No, I have seen them. It is considered a ‘rare’ card, meaning that it appears on a much rarer basis, but you can get them from locked cards.
Maybe you can only get them from locked cards, I never took those myself
bussin
The new cards are amazing!
A Simple and addictive game that does a good job of drawing you in and making you want to come back and keep beating your high score. Do you have any plans to adapt it for mobile?
This game is way too fun! Made it to level 55 thanks to the power of love.
Love the addition of the perks and new cards I saw so far btw (e.g. 'love' and '+1 every time you use it')! I think it was also a wise decision to make the 3 bombs more expensive.
It became much harder at the start though, I might have to find a new balance there, but I have the feeling you run out of energy too soon and it's a bit too much based on luck whether you make it. However, I just played it a few times now, so maybe I'm too early with my feedback. As soon as you have a perk it becomes more manageable.
Did you remove the 'refill energy' card btw or is it just more rare now?
agree ! the new update bring lot of new interesting mechanics but also lot of difficulty ! still a really great game tho
The 'refill energy' card seems to be one of the cards you can unlock with the 'unlocks after 3 levels' card. I miss the Refill Energy cards being in the normal pool of cards though! I agree that it makes the early game much more difficult and up to chance.
If that's where it is, they should probably tell you what card you're going to unlock. I only ever took one of those cards and then I swapped it out before it even unlocked because it was dead weight in my hand
there's a glitch where if you have the perk that shoots an extra bullet and you use the shoot 4 bullets in a row card, there will be 2 rows of shots (8 bullets) instead of 5 bullets in a row
Edit: this also happens with any other card that shoots beams of bullets
Edit: Never mind, I didn't have the perks yet, wasn't in the previous version and thought you were talking about the cards.
There is no perk 'extra bullet' I think, unless it was added in the last update. There is however 'fire next attack twice' which would behave like you explained.
Super fun!!
I found a bug. If you use the freeze ability as you die, when you start a new round, enemies don't spawn
Wow! Very fun and addictive game!
Good work!
Very fun game! A small error I noticed is that I got the perk that makes 1 cost bullets shoot twice, and then I lost and when I restarted, the perk was still applied starting on round 1.
Oops thank you I will fix that ASAP
Should be fixed :)
it starts a bit too much after level 15. I laptop isn't dying, but its hard to play cards fast and to keep up. :) also maybe add a pause option? great game also fun!
Okay I love this game I'm just sad that my phone can't handle past level22 I had a broken build where I made the Shoot 4 X times turned into bombs and I had the card that let me play it twice. Then I just lightning bolted and I was ready to do it again XD
Hey man! Great game(: I just was wondering, what music did you use in your game "Driftr"?
I wrote the music :)
Where can I find your music?
I used energy refill, the one that makes the bullets a bomb, and shoot 4 x times. I got to 62 before dying.
I got to level 56, I only stopped because my wrist was breaking haha. I had mostly triple bombs and energy refills. The problem is if you're not completely on it then it gets pretty laggy as more enemies appear. You need to destroy them quick!
I also found that the "Next shot is bouncy" combined with the quad pierce shot is pretty OP but any build needs energy refill
You should try the 9 shot with the card that says "Next attack is bouncy"
The bullets that just kill 1 enemy aren't strong enough, you need at least pierce
I know and there's a card that makes it piercing and then another card that makes it bouncy.
This game is very addictive, I played for a long time when I got the time, but it has almost nothing, and this game has the potential to have more stuff in it.
My note: 7/10 [NICE]
I really like the way we play, shoot to defeat(kill?) the enemies ahead to level up, but still they feel empty doing the same thing over and over again, but besides that I had so much fun while playing it with various options of different shots.
made it to level 27!
29!
Another sick game!
Got to level 20
21!
Third time playing best was 37.
I made it to level 8
hard game but its nice
good job dev
I made it to level 20!
fun and addictive! got to level 14!
Pretty fun game so far. Made it to level 12.