Oh, I was wondering if they’ll affect my guys and was a bit afraid to try :D
apoly
Creator of
Recent community posts
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:
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)
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.
I was able to loot quite a lot of items, including golden egg, a chalice and a fancy sword.
I liked the idea of digging up the treasures and looting, it kept delivering new items, but I found that I only take 1 damage from enemies and healing items were almost missing, I was only been able to find a couple of them, so my health kept being low.
I’m not sure if there’s an ending to that game, I’ve spent quite a while exploring the island and the dungeon.
I found movement a bit unresponsive, would love it to queue my inputs and provide me with some feedback on my button presses.
Music was especially nice in the dungeon, I liked it!
Good job on this one, felt strange and mysterious at times, which is refreshing :D
I love the art and your implementation for it. Looks totally legit old school.
Game idea was interesting as well, I found myself bargaining with the collectors essentially setting the difficulty for the quest. I wasn’t able to find the treasure on the island though, looks like I’ve missed something in the description, but nonetheless I managed to gather the funds needed for the new ship and sail away.
I’ve also loved the second level, the way you can teleport with the mirrors to get away from enemies were brilliant.
Surely a great entry! Would love to see more of that.
That was a very unusual style for sure, I don’t remember a dungeon crawler with such style :)
I found it hard at first to understand what is going on, why am I trying to kill a door and why other doors are fine, but after figuring it out I was able to complete the game!
Turning and movement speed seemed desynced, like turning was nice and fast, but movement was quite slow. I also was not always centered on some of these platforms, which felt weird for a dungeon crawler.
Nice little heist dungeon crawler!
I found difficulty in this game right on spot, it wasn’t too hard, but it wasn’t effortless. With this selection of spells you can actually make different combinations, though mana is a limiting factor. I usually ended up casting shield for the damage and bonking skeletons with my staff and finishing them with a fireball. Another tactic I’ve used at start was just kiting enemies and peppering them with fireballs, works pretty nice, but you run dry quite fast this way too :)
I didn’t understand if extinguishing a torch actually did anything gameplay-wise, it almost looked like you wanted to have some stealth action there, but I haven’t noticed if you can use any sort of stealth.
I missed my strafes and rotation was a bit on a slow side, I would’ve preferred it to be a bit faster.
Great job with this game, it played quite nice!
I managed to map the upper portion of the map and find all 5 feathers. I even managed to kill two crazy hens by pure luck, but the next bunch wiped my party.
I loved the true retro of this game, making it in 64KB and for Amiga is a great technical challenge! I found dialogue to be hilarious and overall dungeon to be a real maze with so many secret passages.
Battle system works and if crazy hens would be a little less powerful I would definitely enjoy farming experience and levels in this game, feels like a good mix of idle and crawler! Another thing to maybe try out is to assign enemy probabilities to different areas, so you’ll have weaker enemies around the spawn point and tougher enemies further away, this will have a natural progression feel to the dungeon in my opinion and provide a way to place really powerful enemies which will block last feathers or something valuable.
Great job!
Well built dungeon crawler, great job! Finished in 11:16.
Art, music and sound effects are all nice and fitting. I enjoyed switching to the chicken mode, even though I was left wanting to something more than just a small appendixes through the grates, maybe a small maze or an area you can only reach as a chicken with bonuses (well maybe I’ve missed it!).
Battle system was simple, though easy to learn: you just dance with enemies and pepper them with spells! :D It definitely works perfectly fine for this scope and theme.
Controls were a bit odd and turning was a bit slow, but it felt all right at the end.
Final boss was not intimidating as you can just hide behind the glass walls and jump out to hit it with your spells.
Good job, really enjoyed this one :D
As other commenters already mentioned - graphics are very nostalgic due to palette and resolution. Game also captures the overall style of games of that era with ability to be played almost exclusively with keyboard (I love that you’ve mapped A/D in combat for attack/defence).
It’s sad that it’s unfinished, I’ve managed to level up to level 3, gather some loots, like ring of accuracy, ring mail and leather armor, as well as short sword plus a bunch of hatchets and piles of gold. I was surprised that goblin packs didn’t carry any loot on them, I was killing them in high hopes for even more shiny loots, but alas.
I’ve encountered a bunch of bugs as well, like empty inn (you need to click on it’s name to fix that) or disappearing campfire etc.
But other than that games feels nice, I was crawling the town, something which looked like a cemetery and surrounding areas with joy. Great job!
That was hard, but I made it!
I think what made it unnecessary hard was that you have to be super precise with the rhythm, you probably have like <50ms to press the button and that feels like can be very hardware and fps dependant.
But despite difficulty level I loved the simple and silly story, nice puzzly levels, especially when they’re paired with the rhythm game and the art/animations too :D
Well done!
Hey, nice game!
I would say that it’s treasure hunting with bombs which were so nicely done that make this game stand out for me. I like hidden secrets and completing things, so I was looking for all those breakable walls all the time.
Final boss fight was cool too, I was struggling at first until I’ve figured out the simple tactic with which I can defeat them and after that I got to the credits!
One thing to note is that I think level exit should be marked differently and probably placed quite specially, as I’ve exited from the 3rd level before I really wanted to do so as I haven’t noticed that I’m stepping on the level exit “marker”.
Great job!
I loved the atmosphere you’ve built in the “Zero Atmospheres” haha! Nice graphics, sound effects, overall dark feeling which helps with that.
I was able to finish the game after some crawling and after I’ve realized that floppy disks are not save points, but they’re keycards :D “Gravity” direction changing mechanic was a nice addition, as it provided good foundation for these spatial puzzles, limited oxygen was nice too as you need to track where are you going and where is the closest oxygen tank.
Interestingly enough I don’t have anything else to point at, it’s a very solid game, a good example of properly chosen scope and a finished mini game which look super consistent. Great job!
I don’t even mean more variety in assets, don’t get me wrong, just something to add additional feedback when you move.
Imagine that you’re playing with audio muted and have a long straight corridor in front of you. In perfect crawler you have some visual feedback for each step, like different floor, ceiling or wall art with even minimal variations, like scratches, dirt spots or discoloration of any sort. It should benefit any instant-step movement crawler as you’ll get a visual feedback on each step. And it can be placed appropriately to the view distance, so you can keep track of your movement by looking at “that wall with a dark spot on it” or “floor with some scratches”.
Evacuation successful!
This game have a bunch of nice elements to it: the atmosphere is really good, movement is instant and have a good feedback, discoverable map is such a good way to lead the player towards the goal, and specimen hunting was quite nice.
What I would love to see, is as with most of the games with instant movement, some variety in wall/floor art, even some projected decals with some dirt or scratches on them, as that will help orientating quite a lot.
Great job!
Thanks for playing!
We kind of think of this kind of spinners as “disorientation spinners”. They try to disorient you, but not completely fool you, like vertigo. We haven’t implemented the “illusionary spinners” in this entry, though it might be a great thing to have in the engine - absolutely seamless disorientation toolkit :D
For the playtime we’ve specifically didn’t want to make it long, so people can go through all of the content and see all the stuff without repeating ourselves too much. We are brewing some ideas of how we can expand on this one, and after the jam we’ll definitely make a patched build (already have a bunch of improvements).
I loved the retro style in this game! I haven’t encountered TIC-80 before, but will take a closer look at it, as this game introduced me to it :D
Instant movement cannot go wrong, which is great, animated background (was that just a camera parameters, or some other technique?) and menu added quite a bit of polish to the game.
Fights were interesting, once you understand how to use all the abilities, but I think having some gold at the start (or going into debt!) can help as otherwise you cannot use abilities in the first fight. Also discovering that you can use number keys to select abilities was super helpful in fights.
Nice retro sci-fi game!
I liked the Wolfenstein era aesthetics, nice music and crawling looked pretty solid.
For combat I mostly used cards which instantly killed enemies, which was not that hard to come by.
The thing I think needs improvement and is detrimental to the game process right now is the minimap. It’s too intrusive and I end up crawling minimap and not seeing the world in the process.
That was quite a long game.
I liked the story, though I still feel a bit confused by the resolution. Finding all the notes was very nice and provided an incentive to exploration.
Battles were nice, they’ve provided enough tactical choices, though at times it felt repetitive and I didn’t understand the strength/weakness system very well. Due to the sheer number of weapons it was hard to keep track of what you have, what to keep and what to “fuse”, it almost felt like I was discovering new weapons too fast, it might work very well for a long game (10h+), as you’ll discover them less often and can have a very deliberate choice of what to use.
Graphics were nice, clear, readable. Though I felt like perspective was a bit strange/wide, but that might just be the whole acclimatization to all 3d crawlers we have in the jam :)
I was very reluctant to explore the dungeon due to the amount of encounters, so I ended up quickly trying to navigate the minimap and draft where the boundaries of the map is, so I’ll have less encounters :D
Well done, it ought to be a good basis for a bigger game with a slower progression and more variety in tactics!
I have made it to the final fight, though I haven’t grasped the combat system, so I just lured the final enemy out of the room, sneak in the room and pretended that I won :D
I loved the forging mechanics, they were a nice combination of mini games. Sneaking was hit and miss in some areas, however it gets way better with instant movement. I was able to have 0 fights to actually get to the “end”, you just need to observe enemy pattern, utilize chickens and be fast.
Graphics remind me of games of 90s, which ticks nice nostalgia, well done!
Overal I spent quite a while in the game and though I hated it sometimes (due to difficulty) it was also very satisfying when you get how things works.