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First ever try!

Please this is so hard my best is 12

This is my first time playing any advice

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It's unfair :(( The Gronka grows so fast, but our Flubby only uses cards that were the same as the beginning.

144

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65 while i was typing

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also i got 62 then got bored so im not going to try more

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it gets boring

48 :c

The card game ever (besides the morbius card game)

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You can wait before placing your first card and get up like 20 cards to just burst up a first wave of flubbies

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My high score is 152

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honestly not bad for a first run i think, I got 194

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124 on my first go! Lovely game

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My best run was 85

My record wa 48! :>

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This game is alot of fun and has a suprising amount of depth and potential in spite of its simple premise. So many improvements could be made with just little itterations without really messing up the great gameplay cycle that the game already naturally has going on. Literally all you would have to do is implement stuff like;

-Unlockable permanent perks to the base status of your flubs like having all flubs spawn in with spikes

-unlockable flub cards

-hand size upgrades 

-Upgradable Flub cards (AOE increasing, efficiency increasing)

-Greater enemy variety (Ranged enemies, Tanky enemies, bosses! etc)

-Unlockable Aquarium pets (insaniquarium style) that help you and your flubs out 

-A Campaign with levels and a fun dumb story.

and I would actually happily spend money on this game. Wish this was actively being worked on because it has so much going for it. 

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i agree

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high score = 200. 

you can just stack up cards without playing a single one then easily get a high score.

there should be a limit to the amount of cards in hand

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now i will make gronka farm 

MWAHAHAHAHA

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heyy, i was wondering if the flubbies keep getting upgraded in stats after they look maxed

Nope, most upgrades (except bomb and offspring) are 3x only

It seems like a fun game but for some reason it will not load the unity loading screen

Any ideas why?

This might be an issue with your browser. You could try the download version or a different browser

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269 nice

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226

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190! I feel like I developed a pretty good strategy for keeping my Flubbies alive. Ignore the speed upgrade card, that makes Flubbies spread out too far from one another. ALWAYS prioritize Flubby Goo above all other cards, as this will maximize your damage output against Grunkas. In the early game, Boom cards should be ignored entirely. Loop between Spikes and Shell cards, adding Offspring after those are maxed out. At this point you should have a Mass of slow-moving Flubbies, use Healing cards to keep them grouped together and maximize the benefits of every card. 


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292 

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92 3 times in a row, I feel like the shell upgrade never appears

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Diary of flubb

card 1: god created a new creature - the flubb - to stand against the enemies.

card 2: a electrifying zap can be heard - the first enemy has been eliminated.

it was at about card 10 that the flubb nation decided to start using ranged weapons

card 23: the first warrior has fallen a great boom destroyed all his enemies.

card 40: mass reproduction has caused over 6 flubbs to be pregnant.

card 64: three unarmed flubbs were seperated from the army and taken down one by one - but one survived as 2 of the elite soldiers located the lost flubb.

card 80: flubb count 23 and increasing, over 8 of flubbs have eggs

card 97: the first of the elite soldiers fall - all citizens mourn the death.

card 99: as the citizens are getting ready for the hundredth day, 2 unfourtunate new-hatched children perish

card 107: all citizens now go through the process of bombing - less than 10 individuals are not suicide bombers

card 111: most elites are zooming through the army - many are nearing death before heading back to base

card 120: the new enemies have a profound amount of health - many citizens are falling due to the soldiers hiding in corners

card 138: flubb nation has decreased to 17 - only a few elites still stand

card 145: distant explosions sound - the army has decreased to 13 - brave citizens fight for the good, their deaths bring the fall of many enemies

card 148: franctic reproduction while the flubbs are bunched up - many citizens are becoming ranged warriors

card 160: the rise of the flubb nation - count increased to about 20 after reproduction

card 175: the nation is bunched up in one corner - healing effects are greatly beneficial to all

card 183: healing card greatly needed - outer rings are nearing death

card 188: five cards without healing - the flubb count is now only 7

card 190: multiple brave flubbs charge into the army, annihalting the swarm

card 195: only 3 remain - will we reach 200?

card 198: the last soldier is having a great struggle, pray to flubb god for more zaps

card 200: we made it - the zaps are still holding out pretty well - good thing we charged about 7 cards

card 202: the extra cards are all used up - the last soldier is having his last stand

card 203: somehow he made it until a new card appeared - he is nearing death

About 8 seconds later he dies.

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What a legacy. :D

Wow, you are a legendary storyteller! Thanks!

i created a bomb army (one of them wasnt bomb but was really op)

and then i waited until army go brrr

then it all went nuke

so pog, wow

69 cards

this also fit with the theme strong together

my highest is an 302 bruh i had one that was god

fun

I love this game

 i feel like there should be a gun upgrade 

ikr

THEY WERE DED AND IT TOOK SO LONG :(

I finally broke my record! (It was 204 before this). 

Also things get crazy when you get up there....

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Played. Reached 211. Fun game and replayable to some extent.

So far, 'faster' card is a debuff, fishes start to become cornered much more often and it's harder to keep them in one area for upgrades.

Went for offspring + goo. Spikes, shells, bombs are irrelevant early game since nobody is touched really, and if it's touched, you are about to loose anyways. Probably can achieve more by waiting more (but that's too boring), utilizing bombs better, better sorting of elder fishes vs new expendable ones, better luck with nonconsequential debuff cards. Maybe endgame will benefit more from using defensive upgrades when you are essentially dead in a few waves, the only question is how few. Not sure how other players reached 300+ though, must be a combination of high skill + high luck.

Minor UX things which probably could be improved:

1. It took couple of lost plays in the beginning to understand that cards are draggable and have limited area of effect (yeah, sure, you have it in the 'controls' section... but it's buried somewhere in the middle of your funny-font page, and I guess that at least 50% of players don't read it).

2. It's not immediately clear the cards are always usable and do not require at least '1' in the left circle

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I feel like a high score read out would be an awesome upgrade to this game. Plus a menu and a pause button so I can walk away if I need to. With that it would be perfect. I would pay for an upgraded version!

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99 cards on the second round. Those red cards though, that's a great way of adding difficulty and letting the player be the one to blame if it goes wrong.

149! So close to 150. 

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92

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