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Neon Turbo Throwdown

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developed by pbrane gamedev
rated 3.5 stars, 39 ratings.
rated 3.5 stars, 39 ratings.
storyprestigestrategy2dsingle-player

Posted August 11, 2024. Updated August 13, 2024. Played 776 times for a total of 411 hours.

description


"Hey kid...are ya ready to THROW some balls DOWN a court?"

Dodgeball meets idle/active roguelite deckbuilder meets dumb jokes.

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newest comments


speedmaster24 countest September 2, 2024
+3comment score: 3

Great game. 5/5
the rng was a nice touch to keep things interesting. for a simplified rougelike.

Lets address the people raging in the comments section.

First off most roguelikes are filled to the brim with unfair rng deaths. They are just disguised or hidden because of the fact that you usually have free movement so everyone blames themselfs for not reacting fast enough or thinking properly. its completely absurd to blame it on a skill issue when the room you enter is filled to the brim with way to many enemies to handle and think through all their patterns in the span of a second.
The skill in this game is probability based if you wrote down the possibilities then you could avoid losing. I mean what would you prefer? rock paper scissors with dodgeballs?

Secondly it feels like people expect to beat this on their first few runs. I dont care what game you pick in general the idea of you beating something first try without any deaths/mistakes or knowledge beforehand is absurd. When playing roguelikes your expected to just muscle memory the enemies health or heck quite a few roguelikes do flat out have meta upgrades for displaying health or stats that no one takes for granted because they treat it as a way to make the game easier. I get it, its annoying not knowing how many throws you have to make at the enemies but isn't that kinda the point. you have to get used to the idea they could of gotten 1 to 3 more hp and then you prepare to play defensively or offensively based on what you remember?
tiny bit of a SPOILER here but the second coach has two status moves that he plays regularly you can decide to play aggressively because you know he's less likely to attack you then the first coach. Not to say its frustrating not knowing what they do but Its not like you dont normally research things about games anyways. I mean how often have you personally looked up the stats for status effects and the like that you would of normally never learned otherwise without trial and erroring it.

lastly the idle mode its just kinda a neutral feature. I mean I've def played roguelikes before where I just grind out the first level repeatedly get the required items for more permanent upgrades and then die as quickly as possible, rather then trying to be good at the roguelike or plan anything out. So its just the easy way out put into feature mode which many people take in games no reason to call the game trashy over that since someone would of just spam clicked regardless to die quickly. Games not adding an incremental element its just giving the lazy option you can choose to ignore.

help August 17, 2024
+3comment score: 3

I love this game, but you really need to update it so the robot only does the line about automation mode being better when you are not in automation mode.

Bingus August 17, 2024
+1comment score: 1

pretty cool concept but if you added an idle mode you shoulda just gone all in and allowed it to go through fights or go through runs

koolkidintown12 August 17, 2024
0comment score: 0

its a little annoying how I cant see their move so basically all I do is randomly throw or block and hope it goes in my favour

Ant August 15, 2024
+3comment score: 3

Didn't expect kino

top comments


adoplayzz August 13, 2024
+7comment score: 7

this game seems to be just rng based. like everything is rng based. like there was a run where because of my luck the oponent literaly killed my team AFTER i killed their team

alexJ August 14, 2024
+6comment score: 6

change it so upgrades cost coins you gain by going far in rounds, f.e. going to star 3 gets 50 coins that lets you upgrade more things post death instead of just 1 thing at a time,
also combine the targeting and chosen skill upgrade one feels useless with out the other and feels like im wasting moves
let me change the moves ive picked too, misclicks happen and punishing that feels terrible
all in all good game maybe tune the computer team cause ive never gotten past it and its just insta death if i dont spam evade

Entropy counter August 13, 2024
+6comment score: 6

...yeah this isn't it

my basic impression of this game is twofold--
1. the fact that it is possible to have a basic "the game plays itself" mode says volumes about the gameplay here
2. this feels like it's based on a roguelike deckbuilder like Slay the Spire or Monster Train or any of the derivatives, but it takes all the wrong lessons and ends up being dull and frustrating as a result

Roguelike deckbuilders are based first and foremost on strategy-- you're not going to be able to roll the perfect turn every time, but you can likely set your run in a way that most turns are good

This completely disregards that. Why does literally almost every action you can do that isn't a buff have a static, harsh chance that it just fails? Why do I need to get metaprogression bonuses to see things like enemy HP or what they're doing on their turn or what the things they're doing do? Assuming the game doesn't just say "no you got unlucky so your plan just fails lol" there's a hard wall eventually where you literally do not have the required information to make any informed decisions, and then a hard wall past that where you may just not have the required stats to continue playing.

I got to my first 2 star difficulty boss, and realized that not only could I now not see anything about what it was doing, it was also instakilling everything by using... something (hard to counter something i don't know anything about), so not only would I have to play two more runs of this to get the ability to know anything about what it was doing, I would also have to play ??? more runs of this to be able to actually fight my opponent, and the game is simply not interesting or fun enough for this to be enjoyable.

TL;DR: It's an admirable attempt at a mashup between an incremental game and a roguelite deckbuilder, but the combination makes both halves unsatisfying and frustrating.

DarkDaemon August 14, 2024
+4comment score: 4

The main issue is that the best strategy is to lose as fast as possible, to get the permanent upgrades faster. Otherwise quite fun!

RomanQrr August 14, 2024
+3comment score: 3

I have no idea what these 2 people before me are saying, the game is great. Especially for a game-jam project, but even without it it stands on its own. Can there be improvements? Sure. But for what it is it is really good.

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