Getting Shadowrun vibes from the Character and Enemy design. I love me some urban fantasy so this is right up my alley. The gameplay is really nice too. The Scratch and Frozen mechanics are really cool. With the fast pace this game has it's nice that card pickups stay in hand for an extra turn if unused.
The game looks and sounds great, but there's something that bothers me. This is categorized as "Keyboard/Mouse". In a sense, that is true... for the worst possible reason. The game imposes some of its keys on controllers, and not others. There's nothing wrong with Xbox plug-and-play, but that's not what's being used here. I can't help but wish the game really did have nothing to say about controllers. That would actually make it more controller-friendly.
Currently the game supports mouse OR keyboard, in a way. You can play fully with just the mouse and you can play fully with just the keyboard (kinda like you would with a controller). And the game currently switches modes as soon as you hit a keyboard input or click a mouse or controller button.
The input hints should be based on the last used device (so if you pressed a keyboard key they should be keyboard hints, if you pressed a controller button they should be according to your device and if you clicked mouse they should be mouse hints- tho generally fewer)
If you're experiencing something else or if you're having trouble with that design, let me know! I was considering an option to disable the auto-switching.
My issue isn't the automatic mode switching. I actually think that idea is quite safe. My issue is that the keyboard mode lacks a kind of "purity". In keyboard mode, the game retains bits of controller code, which will be imposed on devices, no matter how generic they are.
I did test with an official Xbox One controller, and that worked perfectly. However, if you use any other kind of controller, the game will stay in keyboard mode (which is fine) but D-pads and Button 1 (whatever it is) will still have moves forced on it.
It's up to you what you do with this information. I've seen many games that I would call "Xbox controller-only". I don't like the label, but when the game is high-quality, I can still be happy about that.
I'll provide a video that explains it. Basically, there's a part of the game's code where WASD (and the arrow keys) have something attached to it, which Windows calls "Stick 1". The Space bar has something attached to it called "Button 1".
This is a very impressive Itch page. Would you be willing to share the CSS you used to highlight and tilt the screenshots? I'd really love to add that to my game jam pages.
I think you can just inspect the page source and find the css there? Probably easier and quicker to understand what does what. lemme know if that doesb't work.
Not currently no. Mobile is a tough beast. I've actually answered this question in more detail on Reddit. It's in German but I'm sure you can run it through a translation service to get the gist of it:
Actually here's the google translate result. At first glance looks like a solid translation:
Well, there's always a small chance, but we'll see. The problem with PC > Mobile is this:
A) The interface. Text and buttons need to be large enough to actually use the game. I learned that from my previous game, Nowhere Prophet, and intentionally made the interface a bit chunkier—also so it's still easily readable on TVs or the small Switch screen (if I manage to do a console port...). Touch input also has to work, of course, and even though I've already thought about that, there are always unforeseen issues when you implement it. We'll see how well it works.
B) The mobile market is screwed. Nobody wants to spend money; everything has to be free and free-to-play. I'm not really keen on turning it into a free-to-play game. The other alternative is to make a free demo with a paywall. It's doable, but it's also a significant amount of work because you suddenly have to integrate the different payment systems of the app stores. This also comes with various conditions…
C) The app stores are a real pain, and testing on different devices isn't easy either. Since I'm just one person and don't have a QA team, it's not that simple.
What I'm trying to say is: It would be awesome, because I think the game would play great on tablets. But it's not a priority for me. I'd rather develop console versions, and that's a challenge in itself…
The funny this is there actually is some overlap of people. Anjin, who was a key part in making Nowhere Prophet look as good as it did, was involved with Reignbreaker. But the development is actually parallel - it’s just because the two of us have similar aesthetics and preferences, I think :D
Appreciated! If you have any thoughts or feedback, please share them! Either through the feedback form in the main menu or some other way.It's the best way for me to improve the game!
← Return to game
Comments
Log in with itch.io to leave a comment.
PEAK 💥💥💥
Getting Shadowrun vibes from the Character and Enemy design. I love me some urban fantasy so this is right up my alley. The gameplay is really nice too. The Scratch and Frozen mechanics are really cool. With the fast pace this game has it's nice that card pickups stay in hand for an extra turn if unused.
Happy to hear it! <3
goyslop refined through the finest sieve for the millennial market.
I think you might be stupid.
The game looks and sounds great, but there's something that bothers me.
This is categorized as "Keyboard/Mouse". In a sense, that is true... for the worst possible reason. The game imposes some of its keys on controllers, and not others. There's nothing wrong with Xbox plug-and-play, but that's not what's being used here.
I can't help but wish the game really did have nothing to say about controllers. That would actually make it more controller-friendly.
Can you elaborate a bit on what your problem is?
Currently the game supports mouse OR keyboard, in a way. You can play fully with just the mouse and you can play fully with just the keyboard (kinda like you would with a controller). And the game currently switches modes as soon as you hit a keyboard input or click a mouse or controller button.
The input hints should be based on the last used device (so if you pressed a keyboard key they should be keyboard hints, if you pressed a controller button they should be according to your device and if you clicked mouse they should be mouse hints- tho generally fewer)
If you're experiencing something else or if you're having trouble with that design, let me know! I was considering an option to disable the auto-switching.
My issue isn't the automatic mode switching. I actually think that idea is quite safe.
My issue is that the keyboard mode lacks a kind of "purity".
In keyboard mode, the game retains bits of controller code, which will be imposed on devices, no matter how generic they are.
I did test with an official Xbox One controller, and that worked perfectly. However, if you use any other kind of controller, the game will stay in keyboard mode (which is fine) but D-pads and Button 1 (whatever it is) will still have moves forced on it.
It's up to you what you do with this information. I've seen many games that I would call "Xbox controller-only". I don't like the label, but when the game is high-quality, I can still be happy about that.
I still don't quite understand. Can you try explaining again what moves or behavior happens when you don't think it should?
I'll provide a video that explains it.
Basically, there's a part of the game's code where WASD (and the arrow keys) have something attached to it, which Windows calls "Stick 1".
The Space bar has something attached to it called "Button 1".
Awesome game!! Super fun to play! Looking forward to the release
<3
Everything about this game absolutely screams professional, and it's been such a joy to play. Wishlisted on steam immediately.
Thank you for the kind words! Tell your friends!
This is a very impressive Itch page. Would you be willing to share the CSS you used to highlight and tilt the screenshots? I'd really love to add that to my game jam pages.
I think you can just inspect the page source and find the css there? Probably easier and quicker to understand what does what. lemme know if that doesb't work.
I took a look and it looks pretty straightforward. I am now waiting for approval to use CSS. Thanks.
any plans for android version?
Not currently no. Mobile is a tough beast. I've actually answered this question in more detail on Reddit. It's in German but I'm sure you can run it through a translation service to get the gist of it:
https://www.reddit.com/r/zocken/comments/1qs4h4f/comment/o2the65/?context=3
Actually here's the google translate result. At first glance looks like a solid translation:
this is awesome game!
Thank you!
Tom, stop using this stolen email address.
Upload ur demo to Steam pls 🥺
Also I thought y’all were the same people who made Reignbreaker at first; owing to the shared aesthetic and all
The funny this is there actually is some overlap of people. Anjin, who was a key part in making Nowhere Prophet look as good as it did, was involved with Reignbreaker. But the development is actually parallel - it’s just because the two of us have similar aesthetics and preferences, I think :D
Steam demo will come eventually…
This is hell of a Demo, great work!
The game looks and feels super polished already. I'm looking forward to the release.
Thank you for the kind words! As said elsewhere: Happy to hear your feedback as I want to make the game as good as I can.
awesome card game bro
Appreciated! If you have any thoughts or feedback, please share them! Either through the feedback form in the main menu or some other way.It's the best way for me to improve the game!
not bad game
Legendary itch.io pull
I assume that means you enjoyed the demo?
Brother, I don't know about Skeleton, but this is already my most anticipated game this year already. Solid Work.
Happy to hear it! If you haven’t, please fill in the feedback form. And if you wanna stay updated on development, join the discord!
Damn, didn't know you guys were working on this, looks cool so far, I'll give it a try!
Happy to hear it!