This game is pretty sweet, awesome job
BrineShrimp
Creator of
Recent community posts
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.
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.
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.

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.
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!
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 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.






