I tried a couple of times but couldn't figure out how to win. It feels like I'm trying to fill out a bunch of paperwork and then crossing my fingers and hoping for the best, I'm not sure what choices are good. I tried starting characters out in different areas of town, hiring more characters to start out, picking different types of guns, giving different orders. It's genuinely impressive that there is so much going on in the game.
BrineShrimp
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I like the day/night cycle, and the plant growth is neat. I was playing for a while and tried to figure out recipes but couldn't on my first life. After I died I clicked to restart the game and play again and I couldn't pick anything up after that. After I walked around and tried a bunch the game crashed, so I started over. I noticed that when playing my character changed from a guy to a girl character after playing for a bit. I kept trying to get "beef" so I could make the pizza recipe but the cows murdered me pretty good, so I tried a different approach of just trying to gather random ingredients and throw them in the cooking pot but I guess I got unlucky and got some fails.
The game kept crashing on me after that but there are some cool ideas here. I was definitely excited to try it out after seeing the game in the Discord.
It's definitely a good start, I can see the procedural map elements, movement is working, line of sight is working, enemies can move and attack. Card based actions and seeing the enemies movement options is interesting. I wouldn't consider this as a failure; you have some good bones here for the next project and probably learned a ton.
Great sense of humor, I picked up a baby and it gave me "plot armor"! I felt like an action movie star. I'm not sure if my bullet upgrades were working since it kept asking me to select a slot and my gun performance didn't seem to change but maybe I was just getting the wrong upgrades. The "sokoban" style element of kicking furniture into place to get evasion upgrades was a nice touch. Really solid 7drl game.
This game is pretty cool, it took me a while to beat it but I was able to eventually defeat the office robots once I got the timings down. I like that there are dual forms of interacting with enemies; hacking and attacking. The run I won I was able to get shot duplication and faster attacks and that really helped carry the day against the evil robot boss.
Nice game! I noticed when I first started playing my health kept ticking down but after grabbing some potions it stopped and stayed steady after that. It seemed to start ticking down again on each level. I thought maybe since I was in the poison fields it was supposed to tick down so I'm not sure. It took me a while to find all of the enemies on the first level, at the end I was wandering around for a while before I realized that there was more space in many of the areas that I had already explored but I needed to walk on the edges to find it. I also noticed that my life started going up after I defeated an enemy, probably intended.
I made it to Pustorak and defeated 3 bosses before being defeated by the 4th level boss. Once I died it did a message saying the final boss was ready again before the message went away and I could restart the game.
Overall awesome, I liked that there are attack sounds and music, it's always hard to get that extra polish in but it really makes the game feel more alive.
Ah, I see what my issue was, the "How to Play" tutorial text wasn't properly scaled and was going off the screen. Sleep deprivation, I guess I missed out on final build testing that part.
I was able to get it resolved thanks to your feedback, hopefully no one else will be confused in the beginning again and can make some potions and collect some awesome relics. Thanks again for playing!
I like the concept here a lot, the idea of writing your own spell poetry is neat and the way you have to slot them into the pages works well. I got an OP healing spell and made it all the way to level 10 before I finally met my match in a fire ant that could hit me for 20 damage in an attack. Pretty great idea overall.
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.







