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Christian Nava

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

Creator of

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Thanks for playing :)

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Hmm, Balrog issue is so odd I can't get it to happen in my test environment, but I'll make an extra note to keep an eye on it. Are you ever able to collect the Balrog's reward? Quite sad if it blocks the achievement too (might be related). Do you have the achievement already?

Edit: I tried reproducing the bug in editor and in the web build but I can get the 10 XP no problem. Any more info on  how you get it to occur would be helpful!

Ahh, the potions are probably a side-effect on how I'm loading back in the 3 whips (they give potions). I'll take a look at that too. Thanks a lot for the bug reports, it helps out!

Good catch, need to add the 20 entry 

Hopefully the new update helped! 

Good find -- definitely not intended. I'll write it up and look into it, thanks :) 

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Dang, sorry! Weird bug, it seems to only happen on WebGL builds. I can recreate it. It seems to happen on first load of the game. Your workaround works; you can simply lose the game and go back for now

Fair enough -- It's been reverted for the majority of items, but there are some I've kept it for like Mass Teleportation or Polymorph

Fascinating bug, not sure why that would happen... thanks for the report, I'll look into it

Oh that's really odd -- they should all be there. I'll look into it, thanks for the report

Good eye! Ideally I would want the ones that it spawned to be revealed, not all, but the way I've coded it makes it difficult. It's definitely in my notes to change.

I hear ya, I'll get more details soon. I ran out of time today but I can write out the exact changes

Then they'll call it an asset-flip - you can't win with people on the internet. I'm just trying to make a fun game I enjoy because I played a game that was cool and wanted more.

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Thanks for playing! An update is coming soon (in a few weeks, maybe?) to add a bit more content/ways to play so I hope you stick around for that.

Ah that's a good callout. It's a 'bug' in the sense that I didn't think of the scenario. I'll have to add some code to check for this, essentially the fireflies turn into another enemy entry, so you're stuck with the old one that no longer exists in the dungeon. Ideally this shouldn't happen, but technically 'working as intended' haha. I'll make a note for myself, thanks. This probably happens with Bounty Board as well.

And thanks for the achievement typos -- dangerous of copy-pasting data!

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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.