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(+1)

I was quite confused, and I think a bit unlucky on my first attempt. Which also ended with the game crashing so bad that I had to uninstall and reinstall it to have another go at it.

The second time was the complete opposite of the first, and I quite smoothly got myself to the end.

I liked the environment, and the procedural generation worked quite well, I think. The fighting was good, though I would have liked a keybinding for attack as an option (e.g. Space). I don’t feel like there was much available strategy to the fighting since the enemies moved with same speed as me and followed me through rooms. So the only recourse was which weapon I chose to use.

Had the game been much longer, it would have started to be annoying with the fights since I didn’t have much agency/was just there to click the mouse, but as it was right now, I think it was fine.

The ending was a bit of a dud too. It could have been epic to have to get back to the start room, but that would have required to shake things up dramatically and increase the tension, not just entirely remove it. I think it would have been much better if the game had just ended with a text saying how we bravely rescued the chicken and against all odds manage to fight our way out.

But all in all a nice entry.

Playthrough: https://youtu.be/Fgttazw4Iss

(1 edit) (+1)

Thank you for playing our first game! We've watched your video and learned a lot from your commentary. 
It's unfortunate that it crashed on you which is an issue that we need to consider fixing. It seems to not happen on every hardware.

The game launching in resizable window mode was considered due to the fact, that there's no screen options in the game available and it could be a problem with multi-screen setups like we have.Adding a options menu will fix it of course :) 

As you mentioned, the game is very RNG based. The spawn of the player, the spawn of the "Key Holder/Boss" and the treasure. Enemies, their stats, loot distribution  and all the room placements are random each gameplay, making each round unique which also means, that you get either good or bad luck on the RNG, making it difficult to balance, though we are working on it!

About the backtracking to the spawn room: It was indeed planned to spawn enemies on the route back, there is unfinished code in the game build for this, though unfortunately to the extreme time constrains we had, we couldn't finish it on time.

Rebinding keys is also in our bucket list, which, now that we have the time we need for a 2-Person Project, we can slowly but steadily add features to the game!

We are still working on the project! We've fixed the sound issues with the weapons, implemented a new Inventory system so even the enemies can hold "real" weapons, not hardcoded (Like in the current build), added more weapons and consumables, more room layouts are also planned. We've added a parry system to the game so the players can now defend themself using the right mouse button if clicked on the correct time (Similar to RPG games) which changes the whole dynamic of the game.
We also want to change the enemy AI a lot! Adding ranged enemies, explosives (Mines, grenades etc.) and a stealth mechanic so there's more strategy in the game.
We are also planning on adding a a big boss fight if you grab the treasure, making it epic! Maybe some cutscenes with some voice acting to the bad guys :D

We are very dedicated to the project and each feedback helps us to improve the quality of the game a lot!

We hope you'll enjoy the next versions of the game after the game jam ends :)