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tayl1r

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A member registered Oct 02, 2013 · View creator page →

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thanks for the feedback!

i feel like the command that reserves 2 memory is good because then any script you see can be used. the command that reserves 1 is a lot less useful, though. i do think decks will lean into this to certain degrees, but it probably should be somewhat useful by default!

yeah, i need to do a lot of work to communicate things. while dragging should show who is a target and who it will affect. it should show the correct values as you drag, but it might be hard to see with the font outlines being broken. what i'd like to do is sim the entire turn out and preview the changes as you drag but... prototype is all joined logic and view because it was faster :(

i like cards being owned as it makes the characters feel more like they have skills rather than just being vectors, but i do get that halving things feels bad. i could double instead but i feel like it's clearer if the card shows the maxed one? idk!

thanks for giving it a go!

thanks! yeah, this is just a proof of concept at the moment. goal would be to add a tutorial and more content 🙏

🙏 yeah sorry, you'll have to imagine your own beeps and boops and anime girls counting

thanks, yeah I did set up some data to make shapes fall faster later but I never implemented it 🙇‍♀️

🙏 thanks for playing

horse race tests eat your heart out!

yeah, made them white for now

it doesn't... but if you just want an image for an icon maybe you could grab something from the press kit? like misc -> badge_foil

https://drive.google.com/drive/u/0/folders/1oPJ5ChLhwHyVaVF_C7wqdkEHCn9leo75

i have updated the browser version to 1.30.9

compared to 1.30.7 it is mostly bug fixes for content not in the demo, though...

gnxr gur "fubc pbfgf urnygu" zbqvsvre, gura ohl bhg gur jubyr fubc

https://www.browserling.com/tools/rot13

Hello, you can play the webgl demo with mobile, but I find it's pretty clunky and without a right-click I had to make it cancel each time you started a new path. I guess I could've used multi-touch, but it's not something I had planned out.

People are playing it with the Steam Deck and say it works really well.

The Switch... hmm.

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Hello! If this is the battle not resolving after you summon the extra boss, that is fixed in v1.30.9. Upgrading will keep your run, but you will need to redo the fight.

If it's not that, you can reach me at: at.mojibake@gmail.com

if you've still got your runprofile.sav that would be amazing (but it has been 2 days 🙏)

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Sorry, the UI might be a bit misleading. There will be some arrows that appear, but you'll need to unlock extra spell sets first.

You can unlock them by completing quests or by choosing to skip unlocks in the options.

yeah! there is some inspiration when it comes to naming and such

Hello, sorry for the late response. Glad you are/were having fun!

Resolution options are just monitor-supported resolutions in 16:9 ratio and perhaps that was naive of me. Like a 16:10 laptop probably has nothing valid there. I'll see if there is something easy I can do, like a launch option to just list everything or let you scale the window manually.

Yeah, there is a limit to the amount of summons. I have added a tooltip in the update that will clarify that before you find out the hard way.

They are other starting spells! You'll need to unlock them first, though (or just bypass unlocks in the options)

Thanks for your feedback.

To be honest, the goal with the starting sets is to give some variety when you’re replaying act 1. They are not made to be equal nor viable until the end of the game, but just give you other things to experiment with so going through act 1 is more interesting. 

One of Gwen’s locked spell sets gives her Dragon Slave, a 4 gem spell you have to cast 3 times before it nukes everyone. It’s probably not as reliable as the ice start, but It’s fun to play around with having an alternative win condition so I made it a set. I figure if they're not your thing you'll just go with something else.

Something I don’t think is obvious in the demo is that later acts have their own spells and badges and the base power is higher. They’re not always straight upgrades, especially if you've got some synergies going on, but there is an expectation you won’t be too precious about shedding them.

I have done “get powered up and cast lots of things” much better on Aerfen and maybe Magic Dismissal needs a reevaluation. Some badges are amazing on it though, like you can reduce the stone count and have a 1-stone spell with Repeat and, for reasons I can’t get into, that’s not too rare.

The Channel starter having at least one fight where you wait for your imp to do everything can be a bit boring, you can x3 speed or take the skip modifier but it’s still fundamentally alternating empty turns. And given Channel is a reliable generator, I could see people sitting through that…

I think 3 health is a good number for Scry tbh. It is often useful to know who you’re fighting when picking spells or placing badges (ex: remove prism for mushroom). I do agree 3 acorns is way too much, you’re basically picking that with the same mentality as “no scrying nodes” and I don’t think I need two of those.

Anyway, I don’t want to come across as defensive, I appreciate the feedback. It is interesting to hear your thoughts and I appreciate you have put sooo much time into the demo!

For random encounters what enemies you fight is determined by budget, act and battle level (orb colour, basically!). “Enemies can appear anywhere” means only the budget is checked, so you can see enemies from any act (and summons). It’s more pronounced later on when the budgets are higher!

I'm happy for any constructive feedback!

Haha, I'm glad someone noticed!

So, to cast spark you need to go red yellow yellow. But it doesn't matter if you pass other stones. So red yellow blue blue yellow still works. It only matters that the gems are in order. Pristine says no, you need to go red yellow yellow exactly.

Cool! Thanks for bringing this up, I would've missed it otherwise.

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Oh, no. Did you play the game before? It might have had some old data saved. I have pushed an update that should clear that out. Let me know if this fixes things! If not it'd be great to get a copy / screenshot of the red text 🙏

I will drop the full version here as well ^^

Thanks for your comments and suggestions!

Yeah, rank also does something special, but in the demo it's just additonal challenge.

Ah, that sucks. I don't have any code for joysticks so I assume the unity "new" input system is doing something weird.

Looking on the internet I didn't find anything too promising, unresolved tickets about the thrustmaster specifically. Some posts suggest its the users drivers (probably not) or could be fixed by upgrading Unity to 2022.

I'll have another look tomorrow and see if I can find what's happening.

hehe, i watched it from the post on cohost! 😇

thank you very much, glad you had fun!

Thank you!

Wow, congratulations!

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FWIW I am trying to be careful with healing because unlike Block you take it out of the fight. I don't want a situation where optimal play is to get one enemy left and spam heals, because some players will end up doing something I know isn't fun...

This means most heals have some restrictions like being exhaustible, dealing damage at the same time, or just being weak enough an enemy would outpace them.

Gwen's Rejuvenation spell heals 3 but has Decay so it goes 3, 2, 1, 0. But that's still 15-30% of her default maximum hp every fight (the same as the camp). It also has a short, double-green cast sequence that exists inside lots of other spells. So, as an example, if you were to pick up Rejuvenation + Leaf Cutter x Sling then on turn one, for three stones, you do a 15% heal and 6 damage because you cast them together...

Well, that's my thought process anyway!

(Also on Ceridwen Pact + Death Coil is broken and I'll probably change it, heh)

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Yeah, I'm using Unity right now. I'm considering switching to Godot for future projects but I have very limited experience at the moment.

I'm not sure about "accomplished" lol, but I can give you my thoughts. And my honest advice is not to worry about it? Just use what you're comfortable with. Most of your gameplay logic will be independent of any game engine and you're not going to need some specific render feature.

Yes! Right click will revert one step and holding will cancel completely. Sorry, I know this is unclear. I will put some controls on the screen next update.

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Yeah, it’s much easier not doing any PlayerPrefs stuff at all!

I think I have something. It was a little bit more complicated but, after doing some voodoo mentioned in the comments, it seems to work! Survived me making a couple of new builds at least.

Of course the next public build will kill existing webgl saves, but it would have done that anyway... Sad times. Thanks for your help!

Oh! This is super interesting. Reading through this code I think I could drop PlayerPrefs completely! Just plop the normal json save files I use for the Win build into something consistent like "/idbfs/witchingstone/"and it will Just Work?

🙏 thanks

Maybe at some point! Right now it's chopping and changing a lot due to development, so just sticking to what we know.

Thank you!

Hello! I am making Witching Stone, a puzzle deckbuilder with a 90s anime aesthetic, and I've just opened its page with a pretty chunky demo.

Rather than dice or cards, you curate a book of spells and cast them by drawing on a tile-matching grid. It's not a match-3, you are drawing a path that inputs your spells, but there is a tutorial and I'm sure you'll get the hang of it.

The demo is the first act of content and two characters. Hopefully, you find it interesting and I'd love your feedback.

https://tayl1r.itch.io/witching-stone

(There is a browser version and win64 executable)

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Yay, thank you for the kind comment!