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apoly

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

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Nice game! I’ve beaten it in 2007 turns and found the most recent version to be stable and enjoyable, zero bugs encountered, great job!

Really nice and disturbing visual style, felt really crazy. UI is a bit unintuitive and requires to pay a lot of attention to backgrounds of your characters to figure out which one is selected (for changing weapons and that stuff). Also I had to pull volume all the way down as some of the SFXes, like falling through a hole in a ground and taking damage from the traps were so loud.

Loved the idea that each party member has a certain function and loosing any of them actually reduces your party utility, that is really cool.

Great job!

Really cool game, I had a loads of fun completing it. Movement is great, a lot of nice mechanics, like spinners, secret walls, keys etc. Combat was really interesting, even though it was on a separate screen, it had a lot of potential depth to it.

Going through all menus was tedious, this, I hope, can be made more intuitive, especially in regards of action choice and movement. You probably can make selection of actions automatic with some additional key usage. For example if player select a tile to move, or creature to attack which is away from them, then you’ll need to spend one AP for movement, while allowing player to use exert feature by holding some key in this situation.

Great entry, will defeat meatballs and angry furniture again!

Super cool art, I love your style! Game seems quite polished, although too short :)

I’m not a fan of camera movement when moving, felt a bit strange, unnatural. Stationary enemies were super easy to defeat and were not posing any real challenge. Even when there were 2-3 of them in a row were just a matter of dodging all attacks at once and that’s it.

But other than that it’s a cool and enjoyable game with super great art :)

Nice small crawler. I like how you differentiate things by just using two colors, makes a lot of sense. It felt really nice and I don’t know what to add here. Making it longer (I mean bigger with more things to do, more quests etc) will always be a great thing, but I don’t know if eyes will get tired of this color scheme, which works great for a short game.

Great job!

Really nicely implemented retro style, loved how I really felt retro underwater :) Atmosphere is dark and lonely, with all those grainy audio remnants were really cool.

Combat was a bit clunky, I was not sure if was hitting something, and using rifle on a shark seemingly did nothing (had no feedback from hitting).

Great job!

Interesting mechanics of requiring hero to eat and smoke all the time + typing to defeat enemies + lighting the lighter to make it less possible for enemies to attack you. Nice dice mechanics as well, adding some randomness to outcomes of actions. And graphics looks nice too. It was too short though :)

I would like to have more feedback for hunger and stress, would add usability to the game, as I just haven’t noticed that I’m too hungry and perished, though I had a lot of rations left.

That’s a nice little game on scratch! I really liked sounds, movement and graphics were quite trippy I might say.

I didn’t get that you need to hold a button to move, but it was totally fine when I figured this out. Field of view was disorienting, probably too narrow for such a game, as I ended up just moving in random directions to find a key, punching bad guys :)

But it was fun!

Movement is nice and fast, I like that. A lot of content in this game and it certainly looks like full commercial game sort of content, which is great! Reminded me of TES series a bit with all those dungeons.

I found it strangely restricting that you cannot walk on grass in the village, and you cannot really interact with characters in the village, they just deliver their lines while you can actually just walk away from them.

Really nice illusionary wall, good balance of easy to spot and hidden for a jam game.

RPG system definitely works, but as game is so short (due to a bug) it’s hard to tell if it’ll really make a difference in the end. Interesting approach of awarding XP for exploration, make you actually walk strangely and step on each tile, which can be an interesting way to make player careless and step on some traps in the future I guess? :)

Overall would like to play a version without a game breaking bug to explore more of the content, it seems really promising!

Really solid traps mechanics! I loved dodging and exploration of these ruins. All these traps made it more dangerous, like it should be. I’ve completed it a bit faster than anticipated, really wanted to go through a more elaborate traps on my way out.

Great short game, good job!

Nice game!

I would like to reinforce what everyone says - it’s too slow :) Movement is slow with long pauses between moves, turning is slow and combat is slow with long pauses between actions. If you just remove those long pauses it’ll feel that much more responsive. Also tile size is small, so you make baby steps and it’s impossible to see tile you’re standing on.

Regarding combat I wish there was an option to rest and heal outside combat as it seems like you just need to meta ending of the combat to be more prepared for the future combat. Maybe consumables will help in this regard, so healing will be done via consumables and not stamina pool.

Can you add what stats mean on the front-page with icons? I tried to decypher it, but only get the idea that sword is probably your attack power, while helmet is your armor and book is your magic power?

Other than that really nice animations, models and environment, reminded me of World of Warcraft a lot :) Also though game is super slow it’s great to see this progression in the game and allow player to grow in strength. It feels nice!

Found bedroom and two places with gold, were they the secret places you’re talking about?

Best of luck, really good job which can be made into a bigger game with some quick polishing!

What a nice game! I really liked the combat how you need to carefully dance around enemies and know their attacks and your weapon abilities. And addition of dash and jump just reinforced that gameplay. Verticality was a great addition to that kind of combat, and you really need to pay attention to your surroundings, which is cool.

Great job, it’s really cool and fun game!

I don’t know what to think about it. It’s super short, but have a couple of nice twists, which I liked. Atmosphere is really gloomy and dark, the way you progress through the game is interesting too. But movement is super slow and have these pauses between steps, it’s really dragging it back.

But great job at creating this feel and the way you need to progress. First time I honestly thought that I’ve completed the game in a couple of short steps, instead of looping back, but wanted to try further and saw that the game has this nice twist.

Oh, and one thing I really wanted to mention is that if you know what to do, next playthroughs are getting better and better. I like that kind of design in games, when player also grows and understands world/layout/rules better meaning next run will take less time doing the same things and more exploring/playing.

You have a bunch of nice mechanics, like locks minigame, inventory and storytelling through the notes. Really nice atmosphere and all those shadows were a great addition to the overall mood.

It was not apparent in my first playthrough that I can use inventory so I went mad, but on a second playthrough I managed to “deny” the Cthulhu. Maybe making inventory a bit more apparent will benefit it a bit, but it’s not a big obstacle anyway :)

Great job, one of the best atmospheres in games I’ve played in this jam!

Interesting game which makes you try it again several times trying your luck. I got lucky first time, but then three times in a row I got almost zero upgrades and was defeated very fast. On my last playthrough I got overwhelmed by monsters on 3rd level, which were just eating through my HP faster than I can find potions. Some balancing (maybe even dynamic balancing) will benefit it, as there’re no rogue-lite mechanics, so you don’t get stronger after a playthrough.

Other than that RNG is very important in this game it’s a solid entry with a lot of potential after a bit of polishing, good job!

Very nice animations and pixel art! Game feels really solid also, got minor troubles with mushroom enemies, but overall it was a breeze completing this game.

I ended up navigating the map, as it felt faster and was just easier. Maybe there could be done something to make map useful, but will not make player crawling the map, instead of dungeon itself? Removing enemies, potions and keys from the map could also help.

Randomly generated dungeons felt same-ish, so while enemies changed and topology changed the grand idea of each floor was almost the same - corridor leading to a room, then again and again, rinse and repeat. I feel like adding variety to random generation will make each level more remarkable.

I managed to figure it out and get out of the dungeon with treasure. It wasn’t an easy thing to do without keyboard controls I might say! Overall combat felt too easy, almost never got hit, while obliterating everything in my way. Went over dungeon 3 times until I realized that the goal is to just escape with a treasure, which I instantly did, as I’ve memorized the general layout of that dungeon :)

Loved instant movement, music and gloomy visuals, but disliked mouse-only controls and shortness of it :)

Good job!

Nice game, quite a lot of puzzles and I like how you made them. Music + characters + writing felt really in place, setting a proper mood for the game.

Movement felt a bit unresponsive, especially in a maze.

I see, that make sense. Though I’ve arrived to the same conclusion it would be cool if that part was described a bit more in the beginning, or had some feedback that you’re back (maybe a different transition?).

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Nicely done game with a lot of cute characters with a bit confusing combat. Puzzles adds a lot to the whole exploration experience. Narrating some of the actions are a great touch.

I was stuck with the bunny for a good portion of a game, found this part the most confusing one. And that blocks with a face were actually providing you with a path, I’ve discovered it by accident.

Will buy sunglasses for hedgehog again!

It’s really cute and you’ve got a nice narrator voice! First time I rushed as I didn’t understood the objective of the game, but on a second play-through I got it!

Step size felt a bit small to my liking, but dungeon was not too big, so it wasn’t an issue overall, but maybe something to look into if you would like to make bigger dungeons.

This is a very interesting game! I liked the atmosphere, exploration and the minigame. I almost was succumbed to fear once, but quickly got my bearings and completed my mission.

The minigame is a very interesting approach of preparing your defences beforehand while balancing distance from screen edges, as it means more collisions and more interactions between dices and your blocks. It was a bit stressful as you need to wait for cooldown to finish in order to place a block, but that can be a desired design :)

It’s been hard, but I finally did it. My main issue is with balancing and clicking mostly. I skipped any magic, as it felt useless with no range and need to pay attention to mana it was almost no-brainer just to use bow. Additionally it was down to how fast I was clicking which decided if I’ll kill enemy before it reaches me or not. Perspective also felt a bit weird when I was facing a wall, like I was standing too close to it, but it wasn’t really a problem, just an observation.

Other than that it felt like a small and hard game which I liked to figure out and beat, which is a great thing :)

Interesting idea. I completed it, however I had no idea at some points what was going on. Was I transported back to the beginning of the dungeon, or was I just back in time, or what was that? Maybe more feedback from your actions will help understanding better what is going on.

I liked your puzzles and secret rooms. Sometimes gameplay is quite intensive, especially when on the second level I’ve lured robot to the infinity section by a mistake and regretted it later on. I loved how you have three drastically different themes of the dungeons it adds a lot to the overall experience.

Inability to move back caught me off-guard, I would love to backpedal to quickly fix a mistake of taking a wrong turn. Vertical layout was surprising, but interestingly usable.

I would call it a trap puzzle dungeon crawler. A very solid entry, great job!

You’ve got a lot of foundation for a good dungeon crawler game in your entry. Instant movement certainly works well, as well as perspective and general feel of the game. Keep working on it and you’ll certainly have more components of the complete game next time! :)

It’s a really great game, I liked a lot of things about it. Movement was fast and snappy (though I would prefer strafe/turning to be other way around). Graphics and audio was setting that kind of atmosphere you would expect. Combat was unintuitive at the start, but at some point I learned how to “dance” the enemies to oblivion.

Game froze at me couple of times at the second cave, so I wasn’t able to complete it, though I have played through to the second case two times…

Although movement is fast you still need to spam ‘w’ quite a lot to just get around maps, which are super huge, it was quite tiresome after a while.

Battle system was very intuitive and I get a grasp of it really quickly. More cards with side effects, like debuffs or HoT/DoT will add more depth though, I think.

Bug with angle rotation was… Disorienting :)

As others mentioned - good job on atmosphere. And I agree with others that movement is too slow. I understand the intention - to make it more scary, but it just takes so much time to explore anything with such big levels. And predictability, that every room has a kneeling person who might turn into a monster makes it even more monotonous.

Maybe if you make movement tiny bit faster (for thematic reasons, not too fast of course), but also reduce size of each floor that will make it way more enjoyable (in a good way!)

Oh I see. I was always too far away from them to actually take a single hit :)

It felt very classic, I like it.

Would love to have some audio there and more feedback from hitting enemies and abilities going off cooldown. Combat felt a bit too easy, enemies weren’t moving fast, so I just kited them and killed them with a bow/magic all the time. So only one character felt like it was super useful, the bowman, as he was the one using all the things and shooting all the enemies.

It was confusing at the start, I died once, but then I get my grasp on how you need to position yourself to better fight enemies and how to utilize resources and it went absolutely fine.

I would love to see more variety in enemies in terms of their abilities, but other than that it was a super solid entry, it has a good crawling experience, art has its own charm, sounds are informative, destructible environment, enemies and a story :)

One thing to mention is that if I hold down movement button it’ll queue a lot of movement actions in a row and you’ll need to wait for it to complete them all until it becomes responsive again.

Really nice entry, I loved how you can combine runes and create new spells with it. Movement+sound was especially nice and art was on spot.

I didn’t like that turning around progresses a turn, as it led to a strafe moving. AI was also just dancing with me, while I wait for cooldowns to finish, as it wasn’t trying to take a shortest path to the hero. Game was incompletable for me, as at some level (lvl 5?) rune altar spawned in such a place that it blocked me from moving to other side of the dungeon.

But overall I really liked your game!

I really liked the environment and music there, they were very fitting. Healing by “borrowing” lives from a cat was an interesting touch :)

I went through a combat, but for me it felt too random, as your choices, in essence could be just random and it would lead to the same results as trying to choose your actions.

Story was told a bit too fast, it was hard to keep up with it, maybe I’m a slow reader, but having 20-40% more time would be nice.

It’s a really interesting game, I really liked it. Loved the idea of progressing through the dungeon and changing it with every life, and also all those clues and small nice mechanics, like not looking back, or not looking at eyes.

Music/ambience was probably a bit too quiet, I didn’t hear much audio, except my actions/thingie attacking from behind.

Super cool idea, I liked how you can optimize your path through the dungeon if you know timings of certain event. Was killed several times with a debris while exploring, but overall it felt like quite a nice puzzle crawler.

I didn’t had any sounds though, that could add a lot to the atmosphere and reversing sounds when you’re moving back in time could sound soooo cool.

Nice first jam game! I liked your movement, it was snappy, though I needed to move a lot :) Orbs in the sky was an interesting concept, look at the skies and then destroy your enemies on the ground.

I haven’t felt that I can actually lose in this game, is there a fail condition at all?

I definitely liked your visual style and sound design. At first I thought that camera shake was a bit too much, but in the end it was fine and added to the atmosphere.

I wish movement was more responsive, as I ended up missing several corners. Battle system probably feels way better with a mouse, but with just a touchpad it was a bit more uncomfortable. But at the same time it felt a bit too easy as well, completed it on a first run without problems.