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A jam submission

The Calamitous RaiderView game page

The misadventures of a cave raider.
Submitted by Spyder2047 — 3 days, 6 hours before the deadline
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The Calamitous Raider's itch.io page

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Comments

Submitted

Through the use of the shrub method and exploration, these methods have made quite an interesting and fun experience to play through. With message appearing when entering different rooms, it gives some detail but keeps the surprises appearing in an interesting way. If there was an inclusion for more items, I feel that it would help give more depth with the possible choices. Overall a terrific game that creatively utilizes the constant twists and turns of differing choices.

Submitted

my first ending was falling to my death oof

Submitted

Nice job at using exploration to tell a story.  I loved how they're were so many paths and they honestly were intimidating (in a good way).

I liked the choice in choosing my path and also the little text boxes describing how the character was concerned about heat for example really helped shape my choices to be more informed on what path was the one I wanted to take.

The only suggestion that I have is that I would have liked a chickening out ending if you decide to leave the cave before getting an ending, maybe even changing if grabbed something valuable first.

Submitted

really cool storytelling by exploration! i liked how different description messages would pop up when you entered different rooms and how you never really knew what was coming next (very fitting for a cave raider story!) i think the way choice worked really well for the overall theme of the story because of that. for suggestions, maybe adding some form of making difficulty a little easier?? maybe items like a torch or something a player can stumble upon in a random room could help (while still making the game all choice based!)

Submitted

I liked the concept of this! I'd say the game fits the most in a "shrub" style, but that's mainly because of all the different ways there are to fail. Most of the choices were delivered through pathways in the cave. It reminded me old-style adventure games, where everything is out to kill you. I'd maybe consider having other ways for the player to actually succeed? I never actually got around to the "good" ending, but I did find a lot of ways to die. Good stuff!