Wax works pretty well for making wings, just don’t get them hot 🪽
chreeshendolo
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I think building an intuition about the behaviors is the game. Maybe what would clear things up for me is if there was some clarity around “adjacency”, if that’s purely orthogonal, or diagonal as well. Further more “see” isn’t clear, what is in an NPCs vision? Those kinds of things. Also, not sure if this is intentional, but let’s look at the “lonely” behavior. I may have just misdiagnosed them and didn’t fully correct my assumptions, but the lonely character should turn sad the moment they are lonely and stay sad as long as no one is adjacent to them. This may actually be how it works, but in the beginning I was surprised to see a character be lonely because they didn’t have the markers I expected (could have been my own misunderstanding/misremembering).
Anyway, I hope that’s helpful - lovely game, and a real pleasure playing it 🙇🏻♂️
Super cool - really great polish!
Loved the “poem writing” mechanic. I think I overthink things; trying to make clever combinations like “okay if you have fire and water you make STEAM!” - when it’s plenty just to give the player clear effects that happen when they combine things “+2 damage” vs “if you have a scroll with the rune of Urak, and the Glyph of Tzar, you get 2 damage. And the best part is the player has no way of knowing! Half the fun is discovering things and writing them down in a real life notepad!”
Anyway - absolutely loved it 🙇🏻
Loved this! This game takes all the fiddliness out of RoboRally, and turns it into an endless puzzler.
My favorite puzzles are system puzzles; looking at something and thinking through all the steps that will occur - so this was very fun and satisfying for me!
Excellent polish and execution: Pixel art, excellent 🎨! SFX, satisfying 🎶! UI/UX, intuitive 🧠! Level design, fun 🥳! CRT scanlines, perfection 🤌🏻!
Don’t hate me - but the only missing piece is some music. I feel like it’d be the icing on an otherwise delicious cake 🎂
Inspirational work as always - I greatly look forward to the next one 🏆
Great work at filling this out with:
- animations
- facing sprites
- music
- sound effects
- multiple levels
- multiple enemy types
- multiple pickups/enhancements
Just bravo - that’s a lot to do, and you did it in a week!
I agree about it having good bones - keep hammering on it, and when it hits steam I’ll be your first customer 🙇🏻
Love the concept!
7drl is a tight jam - honestly that’s one of the reasons I love it 😅
I totally agree; you have some great bones here! Every year I say I’m going to take my entry and turn it into a real game and release it. But for real, this years my year! It can be your year too 😉
Great job, and great jamming with you 🥳
Super impressed by this!
I was discouraged when first playing. I felt the game was buggy, and not following its own rules - then at some point something clicked, and I started to intuit the behaviors. That was a super fun moment, especially for a game I’ve never played before.
This is a great example of AI design/behaviors that is inspiring for me specifically.
Loved all the polish, charming artwork/music, great sfx, leaderboard etc..
Really wonderful a fresh take on roguelikes, and I enjoyed it thoroughly.
Absolutely incredible. This game just wowed me. What an inspiration.
You did such a great job of saturating your game with content, clever (hilarious at times) writing, lots of well designed skills, lots of well designed relics, lots of well designed classes, lots of well designed enemies, 2 locations, and an interesting final boss fight.
I unlocked everyone except Pauly, and enjoyed every minute of it!
Well done, bravo, chef’s kiss 🤌🏻

Thank you for playing, and for the kind words 🙇🏻♂️
This is my third year, and at the end of the jam it hit me like a ton of bricks that I just didn’t have the time to reach the point of “completion”.
My intent is to continue work on the game, and I believe it has great potential, but as far as the jam goes, it’s not worth comparing to other “complete” projects 😢
Thank you again 🙇🏻♂️
Great work! I love Pokemon snap so this was fun and reminiscent of that :)
Beautifully eerie ambience - I loved the music!
I for real lol’d when I saw that the giant mouse was actually an elephant 😆
All I wanna know is, why the heck is Fritz the nicest lookin’ guy, and yet he owns a ghost safari?! Like why the heck did you take me out here, Fritz?!
Great job finishing a game!
Love the boss intros specifically!
Personally, I felt that the dice theme is a really cool one, and I was hoping for the dice to be integrated into the mechanics. I’m betting that was on the roadmap, but the 7 days wasn’t enough to get it in.
All in all, great job, and great jamming with you 🥳
Great work!
The visuals, sounds, and parallax made a really fun atmosphere to explore!
I enjoy top down shooters in general - I feel like the power ups were nice, however I would have loved some decisions to be made during the game.
Something as simple as if all the pickups were a currency you’d spend on whatever powerups you wanted in the level interstitial.
All in all great work, and a pleasure jamming with you 🥳
This was a wonderful review to read!
Lots to consider here about the overall pacing and purpose of the game, but all in all I agree.
From my perspective, the game just barely got finished, and so many of its ideas are nascent/underdeveloped.
My intent is to return to this game after the voting period, and to refine the UX and fill out the types of weapons/abilities for the player and enemies alike.
Thank you greatly for your time and detailed review 🙇🏻♂️
What a wonderful gift that you record your first encounter with our games - I greatly appreciate the over the shoulder experience of watching you figure everything out in real time, so thank you for this 🙇
I’d love to respond to some of the things that you experienced during your playthrough:
- I believe Fatigue Points are the cause of most confusion for people, and I’ll try and clarify below.
- Green bar is health for the player, Red is health for the enemies, yellow is action points, and blue is fatigue.
- You did find a bug, for some reason the enemies and character can sometimes just move a ton 😅
- Enemy AI is garbage, and should be improved.
- Line of Sight does not exist, but should 😅
- It was delightful watching you learn that you can ‘juggle’ weapons to eek out as much damage as possible. This is something I like about the game, and if swapping weapons was more fluid, I think it would be a fun and engaging mechanic.
- The game is grindy. However I think a lot can be improved by adding more variety in every sense, variety of enemies, of behavior, of weapons, of environments, of abilities, etc..
- QoL - so much clicking to do basic things. Keyboard shortcuts would do a lot here, but also I think more information readily available, maybe a hot bar.
I think you actually figured out FP completely, especially at the end of the video. However for the sake of anyone struggling: Fatigue Points (FP) are added every time you use a weapon. FP is added to your Action Point cost of most player actions. Moving is 1 + FP per space moved, attacking is whatever the weapons attack is + FP.
So imagine this scenario: A weapon has AP of 1, and FP of 1. The first attack will cost 1 AP (1 AP + 0 FP) and add 1 FP to the player, the second attack will cost 2 AP (1 AP + 1 FP) and add another FP to the player, and the 3rd attack will cost 3 AP (1 AP + 2FP) and add another FP to the player. Finally if the player would like to move at this point, it will cost them 4 AP per space (1 AP + 3FP).
This mechanic has a high cognitive cost because you are often trying to pre-calculate your potential damage output with a weapon, or a combination of weapons. My hope is that some extra attention of information design, along with lots of telegraphing/previewing of costs will allow the player to do less of these calculations on their own, and better intuit what they will be able to do with any given weapon.
Thank you again for this video - if I do end up making a comprehensive update, I’d love to get your take 🙇
I really enjoyed this.
High points:
- maps were interesting and plentiful
- crafting was fulfilling
- all systems I encountered were engaging to learn (snow, elevation, crafting, combat, warmth, hunger)
- the day/night cycle, when the morning breaks, it’s just an incredible feeling, really sold by the transition of color saturation
I did miss music/sfx. I know they are often not important, but man especially a game like this with such atmosphere, I would have loved some sounds to reinforce that feeling of being on a snow covered mountain.
This is probably blasphemy, however I don’t typically enjoy traditional roguelikes, or rather I want to enjoy them, but they tend to not grab me for whatever reason. I played this game for over 4 hours, and loved every moment.
A phenomenal entry, bravo 👏
A great pleasure jamming with you 🙇
Man did I enjoy this game!
Ironically even though I did die many MANY times and was unable to complete the game, it felt anything but pointless 😅
I technically made it to dungeon level 3 in the mountains - not super impressive I’m sure, but I died about 20 times in the wilderness before I figured out how to make rocks (I would stand over a fire taking damage, drop my clay, and bake the rocks).
I never quite figured out how to use a kiln, but I made one! Which was very exciting 😁
Anyway, excellent work - I greatly enjoyed this game 🙇

Whoa! Thank you for this incredibly detailed review 🙇🏻♂️❤️
I completely agree about how many clicks it takes to equip and attack, unfortunately that is simply a result of the lack of time for refinement.
My hope is to return to this post judging period. I’ve had similar hopes for past projects to no avail. However this one feels different.
In any case thank you again for your kind and thorough thoughts, and if I do make an update, and you so happen to play it, I’d love to hear more of your thoughts.
Till then 🙇🏻♂️










