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apoly

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A member registered Mar 31, 2023 · View creator page →

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Great entry, I’ve managed to even play coop with someone once and it felt nice in terms of experience. But then, at higher levels I discovered that you can just stack all the hats for one damage type right before encounter to make the game more trivial and I don’t know if that will work in multiplayer though.

I liked how you used most of the assets. I definitely hear a lot of different music there, a lot of different zones, it feels nice. Do you have procedurally generate dungeons by the way?

I got to level 8 and probably spent too much time with it (but not as much as Slippers and Local Minimum it seems!), but I had a great time.

Here’s my play-through if you can sit through almost 3 hours of recorded video lol:

Note though, that it doesn’t really save it to a file, it’s just an in-memory save to restore from if you die.

That’s what we do with a window right now, we base our resolution on 720p and then scale it 2x if it can fit the monitor (so it’s 2560x1440 on a 4k monitor) or even more, if you have 8k monitor for example. We can pad it with black pixels in fullscreen, though figuring out how to scale UI properly between jams will probably be beneficial.

Yeah, I’ve enjoyed it a lot :) Thanks for the game!

Thanks for playing!

There’s no minimap, though it might be a good thing to add, but it might be confusing with verticality (add a floor selection to the minimap as well?). We’ll think how it can be implemented for our future jam entries!

Combat could’ve been a bit better if we would customize it for each environment as well, as meatspace and dreamspaces share the same combat, though cyberspace does it a bit differently. We just ran out of time and would probably improve this in a post-jam build, this is a low-hanging fruit. We would love to explore more exciting and tactical options for combat as well, but in the current system it’s mostly about rolling a dice for a hit, but maybe we could add an additional risk-reward element to it post-jam too.

Thanks for playing! We were aiming for cyberpunk dystopian atmosphere and judging by your words we delivered it at least partially :D

Verticality was new for us and we struggled with it a bit, as it’s almost impossible to notice a ladder going down, but we hope to improve it in the next jam!

Thanks for the playing! I need to rewatch your play-through closely to figure out what else we can improve aside from the things you’ve mentioned.

Yeah, all these instructions on the page are due to a kind reminder from Kordanor and you, that game might be confusing and page instructions might help :D

Your initial points are there as a replacement for initial character creation screen. They’re confusing, I agree, and we can improve that in post-jam build!

We’re not doing full-screen yet, but we’ll definitely look into making a full-screen version maybe post-jam. I just don’t want to support any non-integer UI scaling, as it might not look good and break, but we can figure that out after the jam, without time pressure :)

Yeah, story-wise I would recommend reading the explanation on the page to get the idea of what is happening. We might revisit our story-telling after jam too, as we have the story, but need a tool to tell that story properly.

Thanks for playing! That was my initial build as well, don’t let enemies get close to you and hack every door possible :)

Regarding the restart - there’s a “save” button right below items, it should save your progress right at the point when you pressed it. Maybe it’s not very noticeable?

That’s such an interesting experiment. It almost feels like you had a junior engineer or an intern who doesn’t have enough experience in the industry and you tried to guide it to make a working game. It kind of did, but at the same time it’s a very rough game and maybe that is what where we currently are in terms of AI capabilities of writing game code.

I loved that you’ve used a lot of enemies from the tileset, that was nice to see so many of them, but the combat itself wasn’t too fascinating. I found an exploit when you can attack as many times in the turn as you wish as long as you press attack button soon after starting the previous attack action (I guess it’s not being blocked until all animations finish). And I found rogues to be too powerful, so I just had a 4 rogue party which obliterated anything it touched, which was fun for some time. But after 2-3 battles and figuring out that no abilities work it just became a chore.

I would love to be able to explore dungeon more and combat less, but I guess your AI intern wasn’t cooperating too much :)

Anyway thanks for your service to the community, it’s a good example of completely vibe-coded game, here’s my play-through (I’m sorry if I sound a bit too frustrated in the video):

Nice entry!

I think I’ve missed something in the game, as I was able to increase the difficulty only once and I’ve never encountered the way to gain a title or to get that hitpoints increasing shrine again (I’ve used it at the beginning for +3 hitpoints). So I ended up with ++ items in all slots and 23hp, which was enough to escape underworld 5 times.

I liked that this game has an exploration element on the world map and different tilesets in different dungeons.

Idle combat is nice and deterministic, so I feel like at the point when you know that you can kill an enemy with the build you have right now without losing any hp you should just skip that enemy as there’s no risk and no reward in that action. And exploring some of the bigger dungeons with combat which are too easy (maybe I should’ve find a difficulty increase shrine to change my mind) becomes meaningless as you will not get any new loot, you can clear them without any risk and the only thing you gain from it is coins, which I couldn’t use :(. I would love to see an option to “idle” dungeon in the case when it’s not dangerous anymore. And a way to escape from the battle would be nice too!

I would probably try again with a different class later on to explore it further.

But it was an enjoyable game, here’s my play-through:

That was super confusing at the start, it took me quite some time to figure out what is going on. At first I thought that it’s about rhymes or word length, and only after several major fails I figured out what I supposed to do.

I would call it a fantastic narrative crawler, it plays well, 6dof disorients you, while all the narration adds a lot of charm to the game and is the foundation for the game. And all the puzzles/choices adds a lot to the game, makes it a whole.

I wish that my blood will stay longer on surfaces, but maybe this way it’ll be even more messy and harder to figure out where you’ve been.

Great entry, would love to crawl something like that again!

Here’s my play-through:

Oh I loved puzzles so much. All the ways to move around to get to the goal, all the illusionary walls, nice touch.

UI felt a bit wrong, maybe because of resolution, as it looks all right on your screenshots.

Everything else felt pretty much how it should for such a game.

Here’s my play-through video:

Hey, nice game. I was very confused at first with combat controls, but after a couple of tries I’ve figured it out!

Vanquished 10 monks top, I feel like I’m running it sub-optimal, but it’s also a great puzzle game of sorts “how to beat the most number of monks in limited number of turns and with these abilities, while monks move around” :D

Movement felt snappy, combat was a bit counter-intuitive first, but it felt nice after figuring it out. I feel like adding a “wind up” state for combat will make it a bit more intuitive as there’is currently no indication if you’re going to hit something or not.

Here’s my play-through (sorry for calling it “Pile of guts”, that’s what was written on that page lol, so I ended up using it as a name of the game lol):

Even though it might be a rushed experience I liked it a lot.

I think the best thing I liked about it is the idle combat and character progression, it felt really nice to see your characters grow in power and overcome more powerful enemies.

I felt like sound in combat was a bit too loud, startled me first time I’ve played it :)

Several times during the play-through I had a bug when game registered my movement commands twice instead of once I think. At least it felt this way.

Great job, I would love to crawl it a bit more!

Here’s a video of my play-through:

Hey, I’ve had an interesting journey in this game! Loved the optional dungeons you can visit and the whole overworld travel mechanics.

I feel like maybe perspective can be improved as well as movement, but other than that it felt well in the crawling part.

Combat wise it was too straight forward without too many choices at the start, but it was nice to see tactical turn-based combat implemented in the jam, looking forward to playing it more!

Here’s a play-through (sorry for the voice volume, I didn’t realize that my mixer is sending game audio alongside microphone):

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Nice entry, I’ve made it to the third or fourth level I think? Game crashed on me in the tutorial zone, but then I was able to play it smoothly for quite a while.

I loved the movement, it’s very snappy and responsive. I didn’t really understand the combat, felt like bumping into enemies just worked. I also was able to craft everything, but didn’t see the use for iron ore I found later in the game. Do I need to equip the sword somehow, and/or do I need to craft the second sword?

Kudos for using raylib!

Here’s a video of my play-through (sorry for the voice volume, didn’t realize that my mixer is sending game sound alongside voice this time):

Super short game, but it has a bunch of nice elements, like compass! I also loved that you spawn an effect when the spell hits something, nice touch.

Though the game is too short to judge the rest of the stuff, the perspective can be improved I think.

Here’s my super short play through:

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Great job with this game!

I really loved the “go” sfx vibe, added so much to the game!

I feel like turning around can be made non-blocking, so the movement will be more responsive this way, otherwise movement wise it felt nice (except that turning and strafing was switched relative to what it’s usually are).

Combat wise I started to develop strategies, which is great, but it feels like if you make turning a non-turn-provoking action it will make this game even better. Plus I’ve noticed that enemies in most cases acted before you (which felt a bit wrong), but sometimes they acted after you, so it was harder to plan ahead.

Music, overall vibe of the dungeon, throwing random things at enemies, it all felt great!

Here’s my play-through, I haven’t finished the game though:

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Super nice entry, great job!

I’ve managed to climb up to the “dragon” boss I think, but was unable to escape.

I liked the art style, the whole environment, how dungeon is laid out, it really makes a lot of sense, as you navigate all those different passages and it feels like you’re exploring.

I think that movement/actions can be a bit more responsive, it felt a bit strange at times not being able to act, when I wanted to. I feel like adding an instant reaction, or advancing time, when player acted would’ve worked better, but at the same time giving Old Fart that sense of slowness is brilliant (though even for other characters it feels too slow for me).

I didn’t understand how to use bows and wands at first and melee weapons felt like a faster way to progress through the game anyway, so I ended up almost ignoring all the magic and ranged stuff.

Here’s a video of my incomplete play-through (OBS froze in a mid-run):

Thanks for playing! The writing was an afterthought and was done in the last moment, so it might really be confusing, sorry about that. One thing that could help in this case is to talk to both sides in the dreamspace, you might see a different perspective. The whole plot (which we’ve tried to communicate via dialogues) is that you found a dark spot in the network and that this spot is occupied by a facility. The whole facility was built and driven by a super-human AI some time ago in order to use humans as resources by placing them in capsules (you can see them in the meatspace all the time, the green ones are occupied, the empty ones on the rails are for future victims) and then placing them in the dreamspace, so they’ll be happy and driven, so the AI can harvest their mind state. But those dreamspaces lacked detail and creativity and when AI discovered an alien conscience fungus it captured it, connected it to the system and used its consciousness to improve dreamspaces. That worked only partially, as that fungus was able to produce some of its kind in the meatspace, capturing physical space in the facility, so AI retracted to the cyberspace and was only able to hold it ground there and partially in dreamspaces. Fungus, being a prisoner, tried to ruin dreamspaces and produced some monsters in there with limited success. This is where you come in and either help get rid of the fungus in the dreamspaces (effectively severing some of the control that fungus have on dreamspaces and limiting its abilities), or you help fungus by eliminating occupants of those dreamspaces, who are humans in those capsules, effectively straining AI of its power even more. Those two sides play you as their puppet as they only open passages in spaces they don’t live in (fungus in the cyberspace and AI in the meatspace), so you need to eliminate some of the forces of the other ones. When you finish with the last dreamspace you are actually captured in the dreamspace yourself, which looks almost identical to your world, but that’s another story :D We ran out of time and were unable to write 4 different ending texts or an ending level, so we decided to leave only one. We’ve initially planned to have different endings depending on whom you helped, so if you only helped fungus you’ll end up destroying the AI and leaving the facility, if you’ve helped only the AI you’re in the dreamspace with no way to escape, if you helped fungus at least once then you’re in different dreamspace and have an option to find fungus emissary and escape.

Thanks for the feedback! I’ll check out if we can figure out how to fix iframe container, it might only be an issue on big resolutions.

Oh, I was wondering if they’ll affect my guys and was a bit afraid to try :D

Oh, yeah that scheme will probably work way better for me as well, thanks for thinking about it! I got used after some time to just press the corresponding buttons, but that would make it way easier.

I decided to ignore chicken for the sole reason as it didn’t look too good stats-wise. I wish there were a hint in the start saying that chicken is useful beyond combat. And I went to kill those robots as a test for EMP grenade effectiveness as well.

That’s a nice crawler!

Loved the retro style in the graphics, minimal audio design, keyboard controls.

At first battles were a bit strange, but as I gained ranged weapons they became way more structured I think and I had a lot of fun, even without a numpad!

I have found at least one secret room (I think it was a secret room) and I loved the ice puzzle!

Overall I’ve greatly enjoyed this game and loved how it was structured and laid out. An automapper was the essential thing to find in here.

Here’s my play-through:

What a nice game, it feels like a complete and a really polished game!

I’ve enjoyed the crawling, the combat, the art and the music! For combat I think the only thing I was missing is the description of how it works (ingame), but I guess I’ve figured it out during the play.

I don’t have anything to critique. Game was really good, I’ve defeated every enemy except the hidden one and it felt like all the features were adding to the game (I especially loved the pathfinder).

Here’s my play-through:

Interesting approach to crawling and shooting :)

Atmosphere is super nice, all these whispers “name’s Hard Boiled”, all these lines of the character when he’s approaching some parts of the level are really nice.

In some portions of the game I felt a bit surrounded because in order to shoot you need to quickly move your mouse and you cannot turn in the approximate direction you want to face before you hold RMB.

Other than that it feels like a nice little game with funny characters, voice acting and generally feels quite polished, good job!

Here’s my play-through:

Very nice one.

I think this card/coin mechanics work pretty well as you can aim at positive sum or burn through enemies coins in order to defeat them faster. I liked how you can have different strategies based on cards you have on hand and in the deck, that seemed like a good balance.

Sometimes movement was unresponsive, I don’t know when exactly, it was just ignoring my movement keys for a second or two couple of times during the play-through.

Crawling and the dungeon were nice, but I would’ve liked to have a clearer understanding of where I am, something noticeable. Though in the end it didn’t really matter, as you just go through enemies until you reach the final boss.

Here’s my play-through:

Hey, I was able to finish the game in around 1:55 or so, nice one! Thanks for including this info, it was vital for me to choose a proper moment to play this game, when I’m ready to spend ~2h on the game!

Movement and perspective felt nice. Pixel art in dungeons and in the battle felt good too. A lot of music and sounds, which adds a lot of the quality to the game I think!

Battle was nice, though I felt like it was dragging me down by the second half of the game due to being a bit repetitive and me not being able to skip enemy dice rolling. I wish there was a “skip” button, or “instant roll” button, as dice rolling felt nice at first, but after minutes of rolling dice it just gets in a way and I want to think about tactics instead of looking at the animation. In addition it would be great if I can assess actions before committing to them, like “can weasel reach this enemy with their attack and what is the required accuracy will be” or something along those lines.

During the crawling part I found some illusionary walls, but I wasn’t able to get the idea why you have them there, as I haven’t figured out their purpose. Maybe I haven’t understood something in the process?

But overall it felt like a solid game which I’ve enjoyed completing, thanks for making that one!

Here’s a video of my play-through:

Hey, nice sinking ship implementation!

I loved that it felt so responsive, it felt exactly like it should in terms of movement in this genre.

I wasn’t able to follow the story or different dialogue options as I was basically rushing through the ship, which is cool I think! It felt basically like I tried to shove everyone away while I was escaping the ship, which is great!

And nice ending, thanks for the game!

Here’s my quick play-through:

I had a nice adventure during my play-through!

At first I found combat too repetitive, because it consisted of misses and I barely had any energy to use my abilities, but as the game progressed it became better. Not to my liking, but it definitely works and might work even better with expanded abilities.

I’ve encountered several graphical bugs, specifically depth ordering for walls in the city, but I think it might be related to me running it through an emulator on mac, so it could be just an emulation issue.

I loved how much detail you put into the game, all these interactables, sounds etc makes it look like a bigger game than it is.

Here’s my play-through:

Finally after the third try I was able to escape the ship!

I liked the atmosphere, it did felt like I was on a ship with some experimental stuff running out of control. Graphics, music felt nice. Retro-sci-fi-punk-ish feeling :D

I didn’t understand the combat, it was triggered too often and at some point I figured out that I can just skip all the combat alltogether and just crawl the ship. Which I did :)

Here’s my play-through:

I survived!

Although I’ve forgot to use the sprint (silly me) I enjoyed it even without it. I don’t know if that does actually make game easier with a sprint or not, but it’s totally doable without one.

I liked the atmosphere, unsettling music, slow movement, grain filter, low visibility range, that all added up to the feeling of some threat nearby. Sound cue was nice, but essentially with a map it wasn’t that mandatory.

I think it would be useful to have some kind of “todo list” or something to keep track of what you need to do to escape as on my first attempt I didn’t know that I need to have an elevator card as well and died because of that.

I’ve enjoyed this nice horror/thriller experience, here’s my play-through:

I’m always so down for hand-drawn style, especially the “pen drawing” style, as it ticks some of the “analog” boxes for me, playing “games” on paper, feels so good.

As I’ve mentioned, I really like the style, drawings were nice and the game felt good.

Some things I’ve noticed: not a lot of risk in the fight it felt that I can just kite and kill enemies when I get the grip on it. Another thing is that as this is a real-time game it feels like I don’t have to draw a map and in some areas I felt a little bit lost (not too much though). And field of view wasn’t wide enough to see enemies on my sides.

But I’ve enjoyed finishing this game, some trickery, a bunch of fights, nice art, totally working sfx makes it an enjoyable game!

Here’s my play-through:

I’m not a big poker/balatro/card game fan, so it was a bit confusing to me. After a bit of playing around the game I was able to figure out how to actually fight and started to kill enemies with some simple combinations.

But I felt that movement was a bit too floaty, I was able to walk through walls and the whole dungeon itself was just a bunch of rooms connected at the right angle to each other, so I was just going from one encounter to another.

I wish there were some kind of tooltips to help new players figure it out, so they can enjoy it better.

I think I was stuck on the first or second floor. I believe I’ve killed every enemy, but was unable to proceed to the next level or the final boss.

It feels that after some polish and more dungeon design it might be a really enjoyable game, here’s my play-through:

Oh, this is one is interesting. You have a very dark and unsettling music and atmosphere while shooting eggs from the chicken. It’s quite a difference between these two things which kind of both works and don’t.

I would love to have a faster turn speed, it will probably make it much better.

And maybe making shooter part a bit more fitting to the dark and unsettling atmosphere would be super cool.

Other than that I would love to explore it more if it would be a bit less silly :D Good job on a game and atmosphere!

Here’s my play-through:

Thanks for playing!

You don’t have to avoid holes in the final encounter, it’s just a decoration :)

Thanks for the video, it’s always insightful to see someone play!

Oh, I’ll totally explore it again if there’s something more than just randomly digging!

Hey, nice little game you’ve built there!

I like how you’ve implemented the heist theme, it felt nice, you definitely feel like you’re a sneaky foxy about to snatch all the tasty chickens :D

Movement was a bit too slow, especially the rotation, but it added a bit of tension. Minigame felt pretty easy, probably too easy, so I feel like there was almost no challenge. Probably adding a more powerful chickens with 2-3 bars you need to hit would have helped!

Other than that it felt nice, tutorial was helpful, though I thought that you can use it as a level and don’t even call it a tutorial :)

Here’s my play-through:

Nice crawler you’ve built here!

I’ve really liked turn based combat, as you can plan your actions in advance to kill chickens without being hit. Palette looks nice, though I would love to have a different set of colors for the chests, as they were hard to spot. Like what you’ve did for the chickens, they were quite easy to spot.

It took some time to understand that you cannot move until enemies moved, it felt unresponsive at start. Maybe making enemy turn instant will help with that?

Movement felt a bit slow even without enemies and I felt reluctant to turn, as it took a precious turn point, thus slowing me down.

Other than that it’s nice crawler, which has a simple, but totally viable game loop, great job!

I’ve recorded my playthrough (sorry for the voice quality, it’s my first one)

Yes, I think that kind of scaling sounds interesting to explore :) I would definitely try it out!

Looking forward to post-jam version!

Nice wild west vibes! I’m usually good at typing, but I wasn’t expecting number typing, which was an additional challenge for me due to me not having a numpad :D

I found it a bit silent, would love to hear more sounds like gunshots, combat initiation etc, would add a lot to the game and atmosphere.

I’ve really appreciated the incremental nature of the game, it was easy to get into the flow, once you started upgrading your reaction time, health, tonics and number of bullets, it was quite fresh.