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apoly

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

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I really loved the graphics, I feel they’re quite unique and artistic.

I encountered a bug in the play-through, when I was off the center of the tile it seems. But it didn’t completely break the game.

I didn’t get the idea when and what was effective, but I was still was able to randomly mash buttons and defeat everything.

Here’s my play-through:

The game is short and I was able to beat it!

I feel like the combat system was a bit confusing, I did feel like they just start randomly and then switch their choice to the left all the time. I think skipping the time pressure would benefit the game, or preparing for the time pressure before the first turn might help also.

Here’s my play-through:

A very solid experience, I feel like both music, graphics and UI fits very well together.

RNG wasn’t on my side for the first several runs I think, but I was finally successful.

I loved the idea of the “Hero” approaching you from the back, that was dramatic all the time, especially when they killed the enemies in front of you too.

Here’s my play-through:

That was a bit confusing experience, but I started to understand the movement logic after some time.

I didn’t love the jump scare in itself, however it wasn’t just a rando zombie, it was some nice entity, which had a nice style. I don’t know if my stick in my hand actually did anything though :)

Here’s my play-through:

That’s a short, but nice game with a very distinct graphics which reminded me of some early 90s games when 3d just started to become a thing, while it wasn’t truly 3d in that days.

The loop is simple, but it’s working, run towards the prince, pickup poop, kill rats, buy weapon upgrades from rats also.

I think that the ending should be more obvious that this is the end though :)

Here’s my play-through:

Very nice experience, I really dig what you did with secrets and visuals.

It was a pleasant game to play, and figuring out all the secrets was an icing on the cake. I started to get the idea of your RPS system closer to the end of the game, when I saw all the enemy types I think.

Crawling was nice and I enjoyed it, here’s my play-through:

I was able to steal stuffs from the Louvre! On my second try though, as I was confused by the second level and was unable to figure out how to escape on my first try.

I love that you made these mechanics for stealing things - breaking, lockpicking, griding, it fits the game really well.

Navigation and time pressure were spot on, I never felt lost (except the exit on the second level, and I was a bit blind on the last level, not spotting the entrance). I wish music was a bit louder, as it’s barely perceptible, though it’s not in the way also.

Perks worked nicely I felt that I was making the informed choice when selecting perks for the last heist.

Overall nice game, here’s my play-through:

The game was short after I figured out what to do.

It’s always cool that the game runs in the terminal natively, it’s properly old-school. And it’s strange to see the timing attacks for the game which is old-school, but it kind of works.

I ended up using just the minimap, so crawling was done via minimap mostly.

Here’s my play-through:

I finished the game after figuring out that you can pick up any number of potions from the initial chest.

The game is short and quite easy when you figure out the potions, you just mash the attack button and crawl a little bit.

I don’t think camera perspective was particularly wrong, but it’s usually recommended to get it wider, then you’ll be able to see the adjacent cells and see enemies there also if properly adjusted.

I didn’t understand the stats system, was I getting better, or that was purely to open the last door?

Here’s my play-through:

I think I almost finished the game? I was stuck on the golem for 20-30 minutes and was unable to kill it.

I LOVE the aesthetics of the game, the terminal rendering, the Shintel inside at the start, the BIOS setup menu, it all feels quite authentic.

Texts and the story felt natural for the game, ability to level up stuff, buy more powerful items and grow in power were all great and added to the feeling of character progression. Quests were nice and easy to follow.

I didn’t really engage the combat system until the golem encounter, I just grabbed the best weapon and armour, applied the shards and hit the auto-battle button, as it takes less effort and works right until the last encounter.

As I’ve mentioned, I was stuck on the golem. No mater what I tried it always regenerated the health and even if I was able to burn it down to half hitpoints it still were able to regen it faster. Maybe I’m missing something mechanically?

Here’s my play-through:

Oh, what a lovely experience that was.

I feel like the game somehow was able to perfectly capture a hybrid of dungeon crawler and a first person shooter (boomer shooter in this case). I felt at times that I’m playing Q3A and doing a flick shots with my raygun, although I was just doing a strafe shots!

Game played smoothly, the graphics were lovely, the music is spot on, even the non-queueing of inputs made sense in this game. I don’t have a specific thing I wanted this game to fix, except maybe adding more levels and weapons and you know, making a full game out of it? It feels like maybe a game with thematic levels (raygun on an asteroid, nail-gun in dark corridors of a facility, rocket launcher in an open arena of a martian coliseum) would be super cool.

Here’s my play-through:

This game captures the cleaning games loop pretty nicely. It took me a bit to figure out what I need to do, and when I figured it out I thought that I’ll drop it due to the amount of manual stuff you do, but eventually I was captivated by the loop and finished the game.

It’s interesting that your dungeon layout is quite easy to build a mental map of, so it wasn’t really an issue to navigate it after going over it several times.

I liked the old school graphics, the loop and the diving through the menus. It was a bit tedious, but I guess that’s not really a bad thing considering the genre, it felt quite natural.

Overall a solid experience, here’s my play-through:

What started as a charming, but regular dungeon crawler ended up really epic.

I broke the game first time by reaching the goal, but I persisted and completed it properly on my second try.

Graphics and sfx are really charming, returning me back to the era of early Windows games or late MS-DOS games. Stylistically it was very solid, I cannot put my finger on a specific game which it reminds me of, but there was a plethora of early Windows games which had high resolution graphics and limited palette and were probably drawn in the MS Paint :D

I didn’t get too engaged in the combat. Stunning, healing and feeding was the most useful options here, but it would be cool to see more variety in the attacks, so you can choose between something like increased damage, but sacrificing your defences for example.

The ability to go up and down a level made it even more interesting, but what really got me is the whole idea of the end game. I spent so much time thinking about what to do best there, which is really cool!

Here’s my play-through:

I would love to see the continuation of this game, as I liked brewing potions! It’s unfortunate that you were unable to finish it.

Combat felt ok, when I understood that you just need to spam left-click enemies, they felt like a tiny obstacles in my way anyway. Picking up items wasn’t too intuitive, I would prefer either a click or a keyboard press without the need to hover over the item.

I loved the brewing mechanics, the step-by-step process felt nice and it would be cool to see potions which requires you to memorise more steps, and to properly prepare for that with some significant effects in the main crawling part of the game.

Here’s my play-through:

I escaped!

I loved the palette you used, and the consistency of art. It had some old-school vibes. Enemies and dungeon were aesthetically pleasing.

It would be good to have a wider field of view so it’ll be easier to navigate.

I didn’t understand the combat, but after reading comments, I think I do now, but it feels like it isn’t shown in the game in an obvious way. Maybe showing the attack color vs enemy color when you make the attack will make it easier to understand.

Here’s my play-through:

I love that this game doesn’t overstay its welcome, it has the perfect length for the amount of features you have.

Graphics were nice monochromic ones, audio was a bit too quiet, but overall it felt fine together.

At first I didn’t get the combat economy, but then I figured what I need to do, and started to enjoy it way more, the only thing I didn’t really get is why you need the first move, except for finishing out enemies.

Movement felt a bit strange, but as the game is quite short it wasn’t a big issue.

The final boss had appropriate difficulty in my opinion, it felt a bit challenging, but not overwhelming. I didn’t find the use for Gold btw :)

Here’s my play-through:

I feel like you have quite a lot in the game. I was only been able to explore first three levels and I’ve already spent like an hour in the game doing so.

Movement was fast, but I would prefer the game to either instantly apply the movement, or to enqueue your movement, so it can be executed later. I didn’t understood the camera angle, it felt like a bug to me.

Dungeons were nicely laid out, I was able to both get lost in them and remember the layout to zoom through them when I need to go to the next level.

Combat, in itself was nice, but I felt like the amount of encounters and difficulty of encounters was too high. I ended up spamming the first attack of the first Mon to level it up fast on the first floor, as it was the most effective and time-effective thing to do. It also felt like multipliers should be more dramatic, as often using the first attack was the most effective thing to do, as it did the most damage, even though its multiplier in that case was 0.75, while some other attack with 1.5 multiplier would do less damage.

Overall I think it’s a bit too grindy right now, but it could be fun if properly balanced.

Here’s my play-through:

I beat the game and I win nothing!

I have a love/hate relationship with Kenshi. I love the setting, I love challenges, but sometimes I hate the inevitability of your demise due to some stupid mistake. You captured that feeling really well.

After playing 20 minutes I feel like there were almost no choices you can make in the game, you pick up repair kits, you heal, you hold space when there’s an enemy in front of you. I like that your stats increase, but I don’t know how they affect your character.

There was a bug that the UI was carried over from the previous level, because I usually saw dark hitpoint bars on top of the my real ones. First I thought that you have a wound and healing system, but then I figured that it’s probably a bug.

Overall I think the difficulty fits Kenshi demake, but for the jam game I would tune it a bit easier or add some clever choices player can make to improve their odds.

Here’s my play-through:

That’s a nice combo of a crawler and a match-3 game with cute visuals.

The crawling part was pretty good, I didn’t have any problems with movement, the only thing that was not ideal is that you don’t chain movement in the “smooth” mode it seems. Though you can just hold the forward key and that solves everything.

The combat system was a bit confusing at the start, as you discover what each orb does, but when I’ve discovered that you can move any orb to any cell the game became so easy. It still took an hour to beat though, I feel like there were almost no challenge, but the amount of encounters was a bit too much.

I love that you have a town where you can upgrade your party, that adds a lot of depth. But again, after upgrading and figuring out the combat the game was trivialised.

The music in the battle was super chill, very fitting the casual match-3 atmosphere, and visuals were cute, again, very fitting.

Here’s my play-through:

Thanks for the reply! My remark about dungeon crawling part was mostly because the picking up and aiming part was a bit more confusing when you are considering the grid and your own direction of movement. It would be a great first person game without a grid movement, or a dungeon crawler with a bit more polish in the camera movement and item interaction part.

The inventory system is really nice, when it works :) I feel like there might be a lot of depth in that kind of system, especially when items have their own little inventories, so you can dive even deeper into itemization.

I felt that aiming in the combat wasn’t the necessary thing to have, as most of the times you have only one enemy. Some feedback from the combat would be nice too, to figure out if you’re damaging the enemy enough or not.

Visually it looked promising, I liked different touches here and there.

But I wasn’t able to finish the game, due to the inability to progress.

Here’s my play-through:

I didn’t succeed due to bugs, but visually this game is interesting.

I feel like grid movement wasn’t the focus of the game, especially compared to the combat. Combat feels nice when you get used to it, picking stuff up and using it is cool, I just wish it was more integrated with the dungeon crawling, so it’ll be easier to do so.

Visually the game looks nice, it has a certain charming art style, it’s full of assets, rooms feel like they were properly designed.

Unfortunately I ran into several game breaking bugs, and was not able to finish it. Maybe it’s related to my machine setup.

Here’s my play-through:

That’s a nice little entry. The combat felt nice, I was able to get the full grasp of it and complete most of the fights without taking any damage. Would love to see more enemies with different capabilities there to spice it up.

The music was good, really futuristic cyber-punk sounding. Same for the post-processing, it looked nice and fitting.

The dungeon was really not a dungeon though, just 9 rooms, but I’ve completed like 4 runs.

Here’s the video of my play-through:

I really liked the puzzle focus of the game! But it was really hard to finish due to repeated movement, which make me zoom past my target quite often, and quite often step on the red tiles.

Graphics are nice, nothing stands in a way too much, would love some audio in the game, menu music added tension and set the mood. But because you had the flashlight which limits the view it was really hard to register if you’ve moved to the corridor or not, as you cannot see the edges of it.

Third level was the hardest of them all due to movement, but I was able to finish the game.

Here’s my play-through:

It’s a nice little dungeon crawler.

I beat the game twice to try to figure out the combat system math, but I wasn’t able to fully grasp some of the calculations there, and I found a bunch of bugs in the dice machanics, for example you can select a dice and then place it any number of times on actions. You can also “face” the chest any number of times getting as much money as you desire.

I didn’t like the long turning and movement animation, but they weren’t in a way because your dungeon is quite small, so it was fine. I liked the dice game, it’s always interesting to have some kind of randomness added via your selection, while not being a deck builder game.

Here’s my play-through:

I was able to figure out how to get to the level, you need to CLICK enter, not to press Enter button on your keyboard.

I’ve encountered several issues with the collision/grid movement during the play-through, seems like visuals and collision/grid do not match each other and I was going through a couple of walls.

I’m really confused by how the combat works, sometimes when you click on a dragon a 3 coloured icons appear and if you press one of them you lose some health and when you press another one you move to the dragon tile and it dies? I was also unable to die, as even if my hitpoints reach zero, I was able to move and attack dragons.

I wasn’t able to locate the exit, it might be an issue with the procedural generation, or it might not be there at all?

Overall I think the game is quite raw, it doesn’t have a fail condition, it doesn’t have a win condition, the combat is confusing and assets doesn’t work together. But it’s a start, from this you might be able to build more based on the feedback, gain experience and create a better game next time!

Here’s my attempt at play-through:

It was definitely a visually atmospheric experience. I really loved the ceiling lamps, the lighting setup.

But it was really confusing, thanks for providing the pointers on the itch page, they were helpful. Though I didn’t understand how it’s intended to figure out where Janitor, Security Officer or Kevin are, I just did it randomly and it kind of worked in the end. I wish you just had a simple text on the doors saying “Janitor” or “Security”, that would’ve helped a lot.

I also got the screwdriver couple of times randomly, by walking.

After beating (?) the water bot I’ve got the cup, but wasn’t able to see the win screen, but I guess I’ve completed the game?

Here’s my play-through (I skipped a part, as I forgot to press record on it):

It’s definitely an interesting crossover of dungeon crawlers and cleaning games.

The cleaning worked almost as expected, I would love to see it register that I’ve cleaned the part sooner rather than at the current setting. Or have a “dirt vision” of some sorts, as it was sometimes hard to figure out if you’ve cleaned the thing or not without looking at the top bar.

Enemies were an interesting addition to the cleaning genre, but I was struggling picking them up to kill them. So they felt a bit annoying, but not as a skill check. But the different ways of killing them is definitely nice, I found that you can brick them (which is hinted in the guid), throw grenades at them, and probably shoot them also?

The trash bag felt like an it’s unnecessary after figuring out that you can carry two pieces of junk and just get them to the trash bin. It was cool, but it was also buggy, I dropped useful stuff in it quite often when I wasn’t intending to do it.

But overall I feel like this is quite an interesting entry with a potential. If you figure out how to work around annoyances that might be a very solid game.

Here’s my play-through:

As usual your entry is really good!

Visuals are really great, the retro look, animations, palette choice, all speaks the game of that age. Controls and keyboard-only approach fortifies it. By the end of the game I’ve built the muscle memory for most of the things I need to do.

I loved treasure chests hidden behind encounters, so you get a reward after taking some risk and get stronger as a result. I also like the approach I usually call “puzzle RPG”, which basically means that you need to find encounters you’re comfortable with, finish them, level up, find the next challenge, rinse and repeat.

The RNG when your character miss all the time is a bit annoying, but if you play strategically it’s not a big deal, it just makes each encounter a bit repetitive and a bit too long. A, C-2-1, rinse and repeat, sometimes it felt like I’m playing a piano and when my characters improve and get more powerful I start to play a different melody :D

Speaking of melody, just any basic ambient sound would help the atmosphere, however that wasn’t a big issue, as I was getting involved in the story and fights.

Ah, and one last thing - I think if you skip the selection, if you only have one valid target will help the game a little bit. For example when you’re casting a spell or shooting, you still have to press 1 or A, while they’re the only valid targets.

Here’s my play-through:

Thanks for playing the game!

Tasks were mostly Fetching (2 quests) and Kleaning (the rest of them), so yes, they were a bit similar, just with different enemies and dungeon parts.

UI and especially party management UX are not very polished, there’re definitely a bunch of ways to optimize them so it would be easier. It doesn’t help that you usually have so many upgrades in a very short amount of time, that you have to dive through the menus often.

We didn’t opt for any combat/event log due to a limited amount of screen space (we essentially are emulating 640x360 resolution with only a font being at full 720p res), but I guess that would’ve helped with tracking quests and what is happening during the combat.

Thanks for playing the game!

It’s so enlightening to see how others play, thanks for recording the play-through!

Maze was mazy, yep, I guess you were also a bit over cautious not to explore all the tiles there.

Yes, the shop has a huge list, so we had to make it a scrolling list and then mouse support wasn’t that good for that.

For the most part enemies also have a physical weaknesses, so you can do a full STR+AGI build and have tons of damage. For instance Ice enemies are mostly weak against the blunt damage, while nature (and trash) is weak against the slash damage, and fire is fire :D

Thanks for playing the game!

The scope was big, but in the end we were able to deliver. It was a first time for us to make party management and equipment to this extent, so a lot to learn too.

Teleporters are evil, yes. We felt that we might just put them in an optional part, but we didn’t have any optional parts this time, so they were blocking the progress. Well, the guest area of a dragon realm should be guarded properly with all the tricks.

Thanks for playing the game!

We are using “Master System” palette for the art + some brown colours from another palette, so these colours mostly reflect the way the look of games from the SEGA Master System. Minus the fact that we have a 4-tone lighting, which adds more shades.

Thanks for playing the game!

Yes, it’s not the shortest game we made this time, but I hope you enjoyed exploring enough to get the idea of the game!

Thanks for playing the game!

Well, you almost beat the game, so you only missed the last win screen and it’s not really an exciting screen :)

(1 edit)

Thanks for playing the game!

Yes, keyboard-only controls was one of the design choices and mouse support was added mostly for convenience. The only two things you cannot do with just a keyboard is quick save/load :)

I’m glad that you regeared for different enemies, it might feel tedious with a lot of UI in the way, but you end up with a stronger build, which can two-three-shot enemies in most of the cases.

Quick load works only inside the session, hence “quick” in the name. We didn’t manage a complete save system and with a web build I don’t even know where to start with that (maybe there’s some functionality on itch which provides you with some storage or maybe cookies can be enough?)

Thanks for playing!

Having a consistent palette and one artist helps a lot with visual consistency. Having just one VST helps with audio consistency as well :) I’m glad that you liked the progression/leveling, it was all put together at the last moment and we didn’t have enough time to polish it properly, but it seems that it’s serving the purpose!

Thanks for playing our game!

Thanks for playing the game! We tried to target the old school vibes as much as possible.

Hey, that’s an interesting entry. It’s very non-conventional in terms of dungeon crawlers and it shows.

I felt confused by the combat system, I didn’t get the idea of what is going on until I’ve beaten up the game. But it really felt like a small puzzle in the end - go there, find bleach, use it here, find oil, use it in another place, find solvent, finish the game.

I really loved the voice over, in my opinion it always adds a touch of charm.

As kunic mentioned it felt like you’re always off the grid and dungeon crawling part wasn’t the strongest, as the dungeon was around 20 positions with actions not respecting the direction you’re facing and one of the enemies being completely off-axis.

It’s a great start for a first game! Keep it up, gain experience, rinse and repeat.

Here’s my play-through: