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Christian Nava

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A member registered Apr 13, 2021 · View creator page →

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Thanks for the thoughtful comment. The next thing I would like to try is changing the contents of the dungeon and potentially the layout, to create new 'puzzles' instead of relying on items to change the experience since I do think items are too strong overall. Maybe limiting items in general to give have a more curated experience. Have you tried beating the game as the Ascetic? 

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Thanks for playing and for the actual constructive take on the AI use. I should say that I would LOVE to have real art instead. The main issue is that even with asset packs, it's hard (near impossible) to completely source art that I need so that it's all a relatively consistent style across the entire game. The ideal scenario is I find someone who can create it as a free/revshare contributor, as I work on this mostly for fun myself. I understand the reality, though, that I can't ask for so much time commitment like that of a stranger.

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Mostly because I didn't originally make the code very well for stacking. I could spend some time refactoring to allow this for potions -- mainly because they get refilled by the fairy fountain so I'd have to make sure that works. I'll put it higher on my list though, I've heard this feedback a few times now.

Cheers, thanks for playing!

That's fair -- I have it setup so that each item can determine to do that or not. I can add an option to override the default, but can you tell me which ones you use and expect to not close? I think right now it's only the ones that reveal stuff (so you can see it revealed).

Oh I like the idea of playing with 'lucky 7'. And yeah, right now I agree the last level is basically a victory lap of your run. Perhaps a rebalance is necessary as you said, reduce size and increase average monster value... I'll try some stuff out

Thanks for playing! :) 

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It's definitely the hardest one. Requires a good amount of luck in finding hearts/chests early, if I'm honest. I've only ever done it once to make sure it was feasible (not just mathematically possible, which I calculate on every level).

Also, if you've gotten everything else, wow! Thanks for playing so much it means a lot

Haha, it's actually an artifact from the transition. I can definitely fix this, I keep forgetting about it. Thanks for the reminder.

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Hey thanks for playing and for the suggestions. I'll keep them in mind.

As for the AI art - all I can say is that I'm not an artist and I believe that because of it you got to play my idea. I like to think my 'soul' was in the code/design of the game. I'll rephrase it as you have -- "As a developer, is my worth only how well I can draw?"

Yeah I tend to agree on this statement the more I add. Maybe to make them feel unique I can make the starter items not appear in the shop, but it does sorta take away from some current combinations. 

I agree with this -- the mimic is intended to be an inherently risky monster but with enough information (what's around it) you should be able to tell if its a safe chest or a mimic. It's intended to make you rethink the chest as a perpetually safe tile. It's most deceptive when you unveil it with no surrounding knowledge, that's for sure.

Odd, I'll take a look at it, thanks for the report.

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Yeah good idea, I'll jot this down and do that next. In theory you can have all 3 of these 'special' items at once. If I make substantial amount more I might have to rethink how to display these (in the item UI, perhaps).

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Thanks for playing! I agree, I want to redo the achievement screen to stack the progressive ones better. I'll put it higher on my list after this comment!

Edit: It's implemented in 1.41, cheers!

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Hey thanks for playing. I did mention that this was heavily inspired (started as a clone) because I played so much DS that I wanted more. I feel like there's changes and a lot more content here now though! Good luck on your projects!

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There is no level cap technically, but there is an HP cap after a certain point. You can still level up and fully heal. But at this point you're basically invincible lol

There IS a way to kill the Balrogs, though!

The tiles would be too small. You can scroll the dungeon by dragging outside of it

Good controls and the maze works well to be the constraining element to the gameplay. I wish there was more to do, or at least not make the presents on one side and santa on the other. Felt very annoying having to backtrack the maze over and over. 

Fair, there wasnt a lot of time to add more explanation to stuff beyond the tutorial popup that people have to click on. I didn't want to break the flow but I could have opened it on first playthrough. 

It does sound like you got the gist of it though, so apparently it was enough feedback despite the initial confusion so that's good

Game doesn't work for me, all I see is a white screen and some sound .

It flashed for a bit at the start, maybe that's a clue? Sorry I couldn't be more helpful :(

Thanks for the kind words! I worked hard on it :D

Ah! I did not see the currency, I thought I kept only having 5 pts (last run's score). I re-played and got to see more of the game. I like the incremental upgrades. Only speed+jump is limiting though, they almost go hand in hand because you dont really want to jump higher when you can jump longer (speed). I wish I had something to help me with the BS penguin spawn combos that are impossible to dodge. Or give me an option to float while midair or something. Good stuff for a jam !

Like others have said, it's a cute cat :)

Gameplay needed some work, though. I thought the wall-jumping was awkward, and I wanted more to do/engage with. Still, good job finishing a few levels!

yeah me too :( too bad, the art looks cool

Fun tetris-based game -- I liked the goal of the game and adding mechanics to make it harder to get to the position you wanted. However, I do think there is a 'gap' in the design.... as my optimum strategy was to just throw away anything that wasnt the I or square block away. If there was a mechanic to discourage waste it would make it more compelling 

Yeah haha, but maybe I just got lucky? No idea because I didn't quite grasp what was going on besides sending people to shops at a fast pace

I played a mini game or two and then this happens, so not sure I got to see all of them. Fun concept though! It's like a bunch of small games put into one, very Wario-Ware!

The memory game is freaking hard -- maybe just make it 4-5 inputs hah.

Thanks for playing and the kind words!

Thanks for playing! Kitties were a fun addition for no reason other than I love cats!
Nahh I think the game is too hard! But maybe there is some hardcore game who can get a perfect score on Impossible hahahah

Thanks for playing! Seems like a lot of people needed more time overall!

Thanks for playing! I should have gave every difficulty more time :) 

Good basic concept executed well in the time frame. I do think the controls could use a bit more work and perhaps another ability/enemy/mechanic to mix up the gameplay but well done for the time frame 

AI scene is a bit out there haha. Not my taste, but might be for others. I don't like that it was the most "polished" thing in the game since it's just a video you play at the start. It does set the scene for the game but I could not get a grip of the mechanics or goal even though I spent a good amount of time trying out the duplication. I think the elf mechanic can be a good basis for puzzle platforming, but I don't think it was executed well enough in either the mechanic or level design. Core concept has promise but needed more time in the oven to cook for this scope of game

Oooh, an incremental obstacle runner .... I like the idea but too bad I couldn't get points? Not sure what I was doing wrong, I saw presents get delivered but only ever had 5 points so I could never interact with the upgrade system :(

Point and click puzzle solver is always a classic. This is the 2nd one I played in this jam. Yours had more content for sure, but the puzzles seemed very similar hah. Good job

I like the Dispatch-style gameplay, but unlike that game, I felt like there was no good 'choices' to make. I'm sure the stats mattered for stuff, but it was overwhelming amount of shops and money that I basically just sent anyone anywhere. I didn't feel like the gameplay mechanics were explained enough through feedback to the player. The core Dispatch-style is there though, I'm sure you could recycle this and add more to make a real game out of it!

I had no idea what the goal/purpose of the game was :(

I like the cute art you made. The puzzles were pretty easy, except maybe the cookie letter one... it didn't make sense as to why that would be written there hah. But anyway, good job finishing the game, it's playable and could be cool adding more puzzles!

I dont think the game is working? I am dissolving the snowflakes but I get no bonus time or points so the run ends and I get 0 upgrade opportunity :(