Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BrineShrimp

58
Posts
2
Topics
26
Followers
11
Following
A member registered Jan 21, 2021 · View creator page →

Creator of

Recent community posts

This game is pretty sweet, awesome job

I thought this game was great even when I played the 1 week version, it's awesome to see how much has been added and changed since then!

Video link>

Thanks for playing!

Thanks for playing! I put a lot into this one and I'm glad that you enjoyed it.

This game is pretty sweet, the combat is hard but it doesn't feel unfair.

I made it to floor 5 before my hubris caused me to think I could take on an extra monster before the boss. Got stuck on keys and died. It was a fun run, I like this entry.

This game is pretty fun, I liked it.

I ran into a bug where when I put the core into the machine near the end of the game I guess I pressed a movement key at the same time the first time and it took the core but didn't put it in the machine. Similarly during this area the puzzle sequences were offered in a few areas and it broke in that I could keep entering keys and it would just keep allowing more entries. However, the fact that you incorporated a save system made it no big deal, I was just able to load my save game and complete the game. Great job.

I think its neat. It has multiple biomes and I liked how you handled turning things on and off and the transitions between areas. Nice job for a game jam game.

The art looks pretty sweet but it crashed for me after initial dialogue and opening a 2 panel inventory screen. I tried again and it did the same thing :(

I like this game. The movement and pace is really fast, the destructible path environments are cool to navigate and its a fun use of dialogue where you want to try to avoid it instead of seeking it out like in other games. Nice.

Thank you for playing and for your comment! I'll look into it and see what I can do for the next major update.

It takes a while to load especially the first time (its about 100mb download) but it should work after loading. I double checked to make sure and it seems to be loading fine on Chrome.

I want an end turn hotkey and an attack hotkey but other than that it was really solid and I like the creepy slime overlord guy.

Nice game! I always like these kind of shooter roguelikes. I noticed that the frame rate started to drop after I played for a while, it seemed to only happen when sound was playing so maybe it's related to that? Other than that I think working on the movement controller could make it feel a lot better. A lot of games start out at a slower move speed when you start moving and then lerp to a slightly faster movement speed after you've moved for a second or a few seconds and it ends up making it feel more real and less like instant force velocity.

Congratulations on making a game in 7 days!

I wanted to do something different this year as both of my last two year's 7drl entries were very classic style turn based roguelikes. I mixed procedural generation, grid based environments, and run/level based gameplay with other elements to try to come up with something a little different but that's hopefully fun and entertaining and offers more than just a couple of minutes of gameplay. I hope you had fun playing it.

(2 edits)

Thanks for checking again. You start the game in the hub area able to talk to the 4 npcs who explain the situation but its not required and you can just leave if you choose to. I came up with another idea, when you click to leave if you haven't talked to anybody yet I'll pop up a confirmation dialogue that you want to leave without talking to anyone. I hope that confirmation combined with the exclamation for new dialogue will be enough when I can patch it.

Thanks for the feedback! I've been reworking abilities to be more fun and impactful and I'll update the character creation as well. I was called a little nuts for even including the functionality in a jam game but my favorite part about dungeon crawlers is building out a character or party of adventurers and being able to customize them and build them into something unique and personal such as in The Quest, Legends of Amberland, the Wizardry series and way to many other games to name.

I have 9 more character classes I wrote and designed and would like to get into the game but I'm focusing first on making everything feel a lot more unique before just adding more indistinguishable options. We also have 30 passive talents in the game already but because they are auto selected and combat was very easy combined with not having a stat screen they are nearly non-noticeable.

Thanks again for the feedback, I'll definitely be building something more similar to what you've suggested for character creation, though I only wish I could get Larian polish level. One of the team members had suggested having a multiple character creation on the same screen but I think you're right in having 1 screen or a flow for each character but classes, races, stats all need to be in the same place so its easier to review without having to go back and to see the impact of your choices.

Thank you so much for checking out the game! I wanted to ask, did you interact with the NPCs at the beginning of the game? I was worried that based on the interface a lot of people probably skipped them. Either way, what would have made the story "grab you"?

I've been working on an update that I'll release after the pause but one of the things I updated is giving NPCs an exclamation mark above their heads if they have anything new to say.

I don't want to spoil to much but I'm also working on expanding that side of things a lot and I would appreciate any feedback.


There was also an option to use premade characters in the event that a player doesn't want to create characters. What about the character creation UI do you feel would be a barrier for an average player?

This game rocks. Great game feel, nice mechanics, good usage of a variety of asset packs. Awesome job!

We had a testing build on Tuesday but it didn't test 100% of the features of the game. This ended up biting us later on the last day because there were several features that worked well in their own environments but needed additional adjustments to work together. I knew the risks going in but we made all of our assets during the jam and some of them weren't ready for testing until later in the jam.

It would be nice if enemies didn't spawn directly on top of the princess some times and if bullets weren't used to buy upgrades. The different upgrades are probably the best part of the game.

Nice job making a game, I died several times on the first floor against the first enemy but the map generation and movement and line of sight seem to be working great.

I like the idea of this one but I wandered into the forest and after the first random encounter it triggered non stop random encounters and I died.

Really like the game a lot, it was fun to kill my friend's ghosts and steal their tunics. Its nice and simple but still has enough depth that I keep coming back and playing it again to see how far I can get. Great job!

Add me on Discord and we can talk about it :  gixd

I'm in.

Our team finished a dungeon crawler last year and we are looking for 1 more Unity developer. We have all the people needed to release a completed game this year but want to make sure we can polish the game as much as possible.

We currently have a composer, 2 programmers, a texture artist, and a UX/UI designer. We're working with Figma for design and Trello for project tracking and coordination. In addition to programming I'll be working production and game design though we take a collaborative game design approach.

Let me know if you're interested in participating!

This game looks sweet! Can't wait for the demo

Thanks for the feedback, we're working on a much more complete version right now and are releasing it next weekend. We kept the invisible walls but got rid of the bugs, have been working on a much improved UI that has a bit of a more classical feel and manages to still display a ton of information (Or if you're like me, less information by hiding that mini map and trying to figure it all out), are back to publishing secret web builds for now, and so many more changes already. I hope you have a chance to check it out.

Yes, unfortunately we ended up releasing with bugs and without all of the combat that we wanted. We've worked a lot on it over the past week and have continued focusing on and improving those key issues and especially combat improvements. I hope you have a chance to check it out next weekend when we release a new version. 

Thanks for playing! I hope you have a chance to check out our planned release next weekend with a ton of improvements, new music, a lot more art, and so much more.

Thanks for playing! I hope you have a chance to check out our updated version next weekend, we've improved so many things in the last week it feels like a completely different experience already. Combat improvements, charge up attacks, fireball traps, magic... we managed to get through the bugs and have been adding a ton of sweet features.