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?
Christian Nava
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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.
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!
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
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?"
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.
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
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 !
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
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
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!










