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Aesthetically, this is one of the most professional looking entries in the jam. The designs of the NPCs are extremely high quality, and everything from the UI, to the logo, to ability icons, to enemies and environments have a quality and cohesiveness about them. You can tell the team behind this project were super aligned in what they wanted to deliver!

Gameplay wise… Before I even got to the first real roguelike section, I hit a bug that replayed the entire first day dialogue, which was a bit disorientating. Then once I got to it, the combination of floaty controls and lack of feedback on attacks both ways left me unsure if I was hitting enemies or if they were hitting me. All the pieces are there - skill trees, different attacks, dashes - but it doesn’t quite click yet.

Super curious at this stage what scope, if any, the team is looking at expanding this out to post jam now the crunch is a little further behind us! It seems like there’s some excitement around it, and it’d be cool to see this team continue to focus in on this and refine it into a final product.

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Hey there! Yep, I did the technical part and it really suffered due to us having 2 artists, one 3d modeller and way, way less than one programmer due to me also writing the story, doing sound design, animations (including the h-scenes), UI layouts, gamedesign, etc., etc.

But we know of this gap and I'm already working on patching it! In fact, a lot of the most atrocious stuff is already fixed, but we're waiting for the jam to end to avoid getting an unfair advantage by posting a more polished version.

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Woof, yeah in that case I’m seriously impressed you got all this during the jam - just one or two of those jobs could keep somebody busy for an entire month!

SUPER excited to hear that there’s already a patch in the works!