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SunSailor

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A member registered Mar 25, 2020 · View creator page →

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Not a bad game, but I struggle a bit with the very prominent energy cloud, it takes a lot of sight and doesn't match the visual style of the game. Further, I'm not totally happy with the movement. Nevertheless, the game is fun and that is the most important thing.

Nice one, big Dungeon Master vibes! You used AI to the benefit of the game, making the visuals very polished. Will return for a more comprehensive playthrough :)

Love it, great entry! Condenses really good what a dungeon crawler is about.

Sadly, I had to disable the options in my entry, but internally the game is able to process both. I don't think there is a right or wrong. I personally prefer strafe on Q/E, as I tend to turn over strafe.

Thanks for your reply! No, the sanity doesn't drop randomly, that is because of the ghoul in the area of the kitchen. Usually, it comes more or less directly into the hallway, but maybe it didn't in your case. That is one of the central game play loops in the game - as long as you don't know anything about the monsters, they drive you insane. Only if you learned something about them - in this case, it is enough to read the book in the study room - you are able to confront them physically. Developing the realtime enemies took me a lot of time, as it wasn't part of my crawler kit, so the game fell short there.

There are multiple videos on YouTube about how Disney manages visitor guidance in their parks, an essential topic for level design. Like almost everything Disneys Imagineers do.

Very solid crawler experience, will return to it later for a more comprehensive session.

Very solid crawler experience, will return to it later for a more comprehensive session.

Player guidance rarely works as intended.

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Yes, exactly that. You really expect players to go on a straight line in an explorative gameplay, without a visual clue? ;)

Must admit, lot of things worked smoothly as intended, but beside the overscope - which partially was calculated in the first place - I lost a lot of time by bringen realtime enemies into the mix. My expectation was to do turn based battles in a seperate screen, but after switching to a very different themíng after a few hours, realtime confrontation seemed a much better fit. Further, I should have sticked to the smaller designs of the maps, but that felt to uncrawly. Anyway, although the game is very unfinished in its set dressing and lacks multiple enemies, I'm still happy with what I achieved in that time frame.

https://sunsailor.itch.io/litany-from-beyond-dcjam24

Yay, a really good one! Was quite entertained, one of the best entries yet, because it is so on point. Simply would have loved smooth movement, if you go 3d anyway.

Cool idea to focus on environment puzzles. Enjoyed it a lot!

Nice, good job. Like the Dungeon Master inspired battle system. Maybe less would have been more, I feel, like the maps could have been a bit more dense, especially, as I was short before giving up before finding the entrance to the actual dungeon. Maybe have a look at my entry, where I specifically chose a very small level as introduction.

Looks like a great potential, sadly, I wasn't able to progress very far, as I got soft locked without knowing what to do next. I love the character sprites and the battle, UI is a bit fiddlig, would need bigger interaction areas in my opinion. But I would love to play a full flegded game in this direction. Liked the experience!

As basic as it can get, so quite a good job on defining the genres basic. My biggest points to criticism are, that, if you already go for such a simplicistic approach, a fluid movement would have been nice and having fire on key 1 is a really bad choice in my opinion. Space, Return or at best, the left mouse button, would have been far better choices.

Overall a nice idea, but the controlls need refinement and the random battles seemed to harsh to me, as the survival part is blocked by them heavily. Further, I would wish for a higher contrast and readability of the geometry. Everything seems to blend into each other, making playing the game kind of straining.

Easily the best game in the competition, original idea, efficient and still great visuals, feels very good and entertaining to play. Yet, the balancing of the battles seems a bit harsh in the beginning to me, as the focus of the game is the trading. Will revisit it after my vaccation for sure, a shame, I was able to spent so few time on it yet.