Thanks for playing and for the kind words! We were definitely going for an old school repeat playthrough to learn the game approach. We figured a smaller amount of content that took a few attempts was a more economical design for a jam. And that extra level of semi-punishing randomness keeping you on edge during combat was our main objective for the player's emotional state. Very glad that it worked for you!
Fairies don't (or at least shouldn't) de-spawn though. They remain even after you heal with them and as far as I'm aware there's nothing in the code that can remove a fairy from a room, so either you backtracked to the wrong place, or you encountered an as-of-yet undiscovered bug (not impossible, we've been relatively bug free so I've been waiting for a big one to appear). Having to choose between luck and HP, and deciding whether to backtrack to one or not was our core idea for them, so if they are de-spawning that's a big problem!
BoredSkeleton
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Thanks for playing! There's some strategies to be found. If you scream at a Slugg a few times to lower its Luck you can Prayer-farm it for health and bullets, but aside from that the game requires a little bit of trial and error, learning where enemies and items are, but it is for sure pretty luck based overall. You could plan a perfect run and still lose because you cant land a shot.
I spawned as a Sluglik twice in a row before having my station improved to Goblik. I worked on the factory floor, pruning the conveyor belt until, though the low resolution haze I realized, I was killing Slugliks. The poor pitiful creatures I had been damned to two lives as. Upon realizing this I realized a second thing. That perhaps I could wield my pruning fist against the Manlik who told me to punch down. I struck with bravery and determination but was quickly slain. When the dice rolled, 3 came up again and instead of facing the cruel reality of the factory floor once again I exited the game, ejecting myself from the cycle of rebirth.
Absolutely the weirdest game in the jam. This project is firing on all cylinders. Looks great, sounds great, feels weird and is absolutely opaque in the way that only really niche games can be. My only qualm is that this way too high tech to be a Game Boy game, but it's no longer 1989 and the constraints of a Z-80 processor bind us no longer. Good work!
Yeah I've been wishing I could go back and balance the audio better, the Title screen track is louder than the gameplay track, and the victory track is louder than either. But audio was stapled onto the game at the last minute.
It's for sure a very RNG dependent game. We did our best to get the game into a position where one can consistently clear the game once they know the layout, but like you said nothing is stopping a chain of bad luck where you miss 5 shots in a row and are blitzed down to 0 hp in just as many turns. Given a little more time we would have tutorialized a little bit more (but I'd also worry that too much of a tutorial would make it harder to just hop into a run quickly).
Thanks for playing! I'm glad you enjoyed and I'm happy you saw the 'secret' miniboss!
I love the render distance! Makes it a lot easier to understand the space of the dungeon than in our game where you can only see the tile you're currently in. Going for procedural generation was bold, I can see the bones of what you were going for here. It's very eerie walking around in a maze with no exit paired with that music.
What can I say, it's snake so it's fun. I was wondering while I was playing if it was possible for the trash to spawn on top of me, but it never spawned in too inconvenient of a spot. Played a few rounds and got a highscore of 27. Was starting to get a feel for the tick rate at the end there. Good job!
Good stuff! Managed to get to floor 2 but was killed because a wizard kept teleporting on the bottom of the screen and I didn't realize I was getting hurt by touching him until it was too late. Was having a fun time keeping track of the layouts without a map. The dungeon, so far, seemed like it was kept simple enough you could keep track of it without marking it down on paper.
Ah yeah you unfortunately hit one of the known bugs. I'm not sure why it happens (seems to only happen when you're still holding the starter sword) but sometimes people hit the end of the game and the victory text just never displays.
Glad you enjoyed the shopkeep! He was one of the final additions and his sprite was an unused enemy sprite that I gave a tophat to make him look friendlier lol.
The boss's attack box weirdness was actually what made me add the red circle to show where at attack is hitting, but an aggro-radius indicator would probably help as well.
Thanks for playing! Very glad to hear you enjoyed it!
Thanks a lot for playing!
If you tap space to capture an enemy, it resets their despawn bar which technically lets you add infinite time to look at their weapon, but nothing in game tells you this so I can't really fault anyone for not realizing.
Good instincts on keeping the starting weapon! The ending is slightly different if you make it to there with that first weapon.
I agree, I was considering ways to better utilize mana by the end of the jam, but didn't have any time to implement any solutions. I was thinking about having every sword have a unique spell (thus reinforcing the uniqueness of all the swords) that cost mana to cast, but didn't get any further than the ideas-phase on that.
Thanks for playin! I'm glad you enjoyed it!
On my to-do list was to implement a solution for running out of weapons. Plan was to either make it so that a "Ghost Blade" would spawn on a dead enemy (which would require adding persistent enemy corpses) or to have the Shopkeeper give you a free sword if you come to him with no weapons. But I didn't have time to implement either. Thanks for playing!
I appreciate it! I bit off more than I could chew cause I didn't realize I'd only have the back-half of Sunday to work lol. I wanted to get unlockable modifiers and more progression into the game, as well as more art, but the deadline was the deadline. I may release an update after the voting period since I would like to get it to a more complete state.
https://boredskeleton.itch.io/seeddefense Started the project late and didnt realize I hand't downloaded the export templates for Godot on this computer until it was too late. Thanks!
Thanks so much for playing! The velocity mechanic was the starting idea, I wanted to explore how fall damage would effect Downwell's play model. My plan to address the issue of how easy it is to just farm and get overpowered is I want to try and change the game so your upgrade materials get mined out of floor blocks where you have to like, avoid enemies while you stop to mine a pickup. I'm at least gonna try it out cause I think it'll be interesting.
Glad you enjoyed!
Just gave your game a try and was very confused at first. I skimmed the description but it took me a minute to find a combination that actually did damage (found the fire trail first and kept doing that to survive).
After 2 rounds, one of just running flailing and dying, and a second of finding some success with the fire trail spell, I went back and fully read your description and also your GDD to see what I was missing. Knowing that you did this in just 7 hours is very impressive!
If I could suggest just 1 improvement, some form of tutorial would have been very useful. It wasn't until after I read the GDD that I realized I could double up on the same element for spells which makes sense now that I know it, but when I was trying out combos it never even crossed my mind to try.
This is the bones of something cool! I hope you keep working on it.
Thanks for playing!
Enemies start off beefy (as you noticed) as an incentive to upgrade. Tho due to a lot of feedback I've gotten I've got plans to rebalance and change up how upgrades work and to balance out the player's power scaling. The enemies falling thru the floor glitch has already been fixed, but it wasn't fixed in time for the deadline lol. It came down to fixing that or getting enough sleep that night and I picked sleep.
I'm glad you enjoyed it! I had been wanting to make a game inspired by Downwell for a while and was super excited to get the chance!








