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DamienDe

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A member registered Apr 02, 2016 · View creator page →

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Haha, no I did not want to be edgy or crass…just a bit stupid. Like bady late 90ties comedy stupid :) And yeah, you are right about the item space. I just was to afraid to add more inventory slots, as I worked on that really late. Thanks, for commenting :)

Oh, that is so cool, that you stuck with the game until the end. The flyer was just a joke, you know…paper cuts hurt like a b*tch. Thank for the nice comment :)

No windows port? That is a shame. If you can´t build for windows, you should at least have a web version. I can´t play your game :(

The game is crashing quite a bit on my system. I don´t really know when, but it happened after just left clicking on items ac ouple of times, trying to take them from the floor. And what are you doing with the 3d graphic? Is this some sort of clever trick with 2D graphics? If it is 3d it looks kina weird and you can move to close to the walls. The battles and item drops seem to be very RNG. Sometimes I killed an enemy with one hit, somethims it needed dozends of attacks. But the game looks nice, escpecially with the homemade graphics. Oh, and a voice intro, neat.

I think there are too many steps in the potion brewing or maybe I missed something. It is a shame, that you ran out of time to fix the more problematic bugs, like the missing fail state for 0 HP. I walk around quite a while until I noticed, that my character should be dead after fighting a couple of enemies. Maybe I wasn´t fighting them at all? If I did, than there needs to be more feedback on hits. The music is nice and the graphics well made. The movement could feel a bit smoother and hitting the keys for every move gets tiresome after a while. But very interesting concept for a jam!

I ran out of ammunition? Is this really a thing here? I don´t think it is a good idea to let it happen, that a whole party can not attack anymore. Graphics are fine, but the RPG Maker stuff is getting a bit long in the tooth, especially as the game seems only to run with 30 fps. Such thing make the movement feel not very good. The music was well choosen and the sound effects have enough “umph” for the battle. System wise there seems to be quite a lot here. So many items to buy, different shops etc. Nice one!

Hm, why is this AI at all? You should be able to make graphics like this yourself. Combat is nice, but these kind of battle systems work better with multiple characters. With only one character it is a bit like busy work. Moving directly from rorm to room is quite interesting, but I think for that to work you need different kinds of rooms. Interesting experiment, but needs a bit more work.

Ah, what a shame. Maybe it is my machine, but this was not really playable, as moving forward was like doing 5 steps instead of 1. Graphic seem to be fine, wish there was a bit more in terms of sound. I have seen the fire, which you have to put out with a tool or something, so there seem to be some kine of puzzles, which is nice. Oh, there is no back button, only forward? And the fans of my system got pretty loud while playing the game. Maybe you let your game run without vsync and it runs with like 1000 frame per second and the forward movement is not bound to the frame delta?

This game is a bit on the sparse side of things. The movement does not feel very good, as the steps a to short and you can go to far up to a wall. It feels like, there isn´t really a grid. I had some issues, with enemies not being on the grid, so I could not move in front of them to attack. What are the objects on the floor? I think I never picked up anything. Maybe you should explain the systems of the game a bit more on the homepage.

What was that? What did I hear? What did I do? I did not understand anything here? But it was funny ;) But seriously, the movement needs a bit of work and there isn´t much of a dungeon here. Maybe a bit more feedback in the battle system? I had a hard time understanding, what was happening in a fight. But funny ;)

Interesting concept, but need punshier sound effects and some kind of hit feedback. And the enemies jump around after you destroy their bullets. Was there any leveling up mechanic or a way to get hitpoints back? The graphics are nice and the music well done, but maybe not the best fit for the setting. Oh, yes the setting…western…cool :) The movement, while clicky is snappy and feels good.

Damn, I ran into a bug, where I was stuck between two couches. But anyway, the game is great. Really awesome 3d graphics and very creative, well drawn sprites. And all homemade?! The movement is very smooth and feels good. Looking around does not really do much, but maybe enhances the atmosphere a bit. The battle system works well and allows a bit of strategyzing. The sound scape fit the graphics very well. With a bit more polish, this could be something commercial I think.

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Damn, I could not play your game for to long, as I had problems with the scaling of the window. The UI border was scaling correctly, but not the 3d view. And on my 4k screen, the view was just to small. BUT, the game looks very good. Your homemande graphics are impressive, so cute and full of life…well maybe not the liches ;) The battle system seems to be a nice idea, but I could not make full use of it, as the icons were not very readable with the scaling issues. I wish you had a web version, so many more people would check the game out.

15 minutes later…I watched the video of captain coder and yeah, game checks out, really good!

Edit: The movement felt great, I think the best of this jam?

I did not download the game, just played it with the web player. Maybe the web version has some serious problems, but the game runs very badly. And your steps are to small, movement just does not feel good here and is too laggy. The graphics are all homemade, that is impressive, as is the scope of the game. There is so much here, but to burried under a clunky interface and obtuse mechanics. I seriously think, that you got something special here and I hope you clean up the game. I feel there is a diamond in the rough here. During play I always had to think of some obsuce 3DO games or something. Rough game, but pretty cool :)

You seem to have ambitions, to do something commerical with the game. I suggest to lose the assets pack, you see those characters in sooo many small games. The assets are getting a bit boring. The game itself seems nice, but the bugs are show stoppers, on the third floor I could not move anymore and sometimes the attacking did not work. Movement felt good and smooth and I am not against a little looking around with the mouse in a grid based game. Sound effects and music fit the visuals and are nicely done.

That one is a bit rough around the edges. The grahics don´t fit super well together and there a a few graphic glichtes and flickering. The movement needs a bit of work, as holding forward is to fast. But there is a bit of buffering, which is cool. Music is atmospheric and fits the mood of the game. I did not really understand the system and it seems, that the dragons did not align to the grid in my play time. I had to stand at least on tile away on their left or right to do something.

Hi, thanks for the long comment and the nice words. Yeah I went bit overboard with the items, but thats what the theme was about. These items are the mess, the hero left behind. And the important part of the items are the passive effects, so you can customize the character as you like. I want more poison damage, so put more items with passive poison effects into the arsenal etc. The ghost girl tells you in her dialog, what to do. But yeah, some kind of quest log would be nice I suppose ;)

Thank you very much for trying out my little game. The combat is very simplistic. But you can mix and match the passive attributes in the arsenal slots. For example use a normal sword, but add some items with passive fire damage, which then gets added to the sword damage. I wanted to do much much more, but oh well, so little time ;)

What a nice idea, a heist dungeon crawler. The structure of the three missions, where you have to complete objectives to get to you next goal is nice. Movement is snappy and the collection aspect was very satisfying. Some things are a bit unclear, as I had to watch a video to see, that you could walk down the crane. I thought about it, but could not figure it out myself. I am not the biggest fan of the untextured high res low poly look. I think the game would look cooler with a bit lower res, like Virtua Cop on the Sega Saturn. That said, very well done.

First, my AMD graphics card almost had a heart attack with your game. I never heard the air cooling getting this loud before. The game itself seems interesting and such a dice mechanic was not used elsewhere in the jam. The movement feels a bit slow. While a bit hard on the graphics card, the graphics themself look nice. But I wish the enemies were paper cutouts not a simple rectangle.

Wow, that was a great one. I don´t really care for the almost 1GB download and that will hinder your gaame in this jam. BUT the game is really great. I had a blast to take the valuables from the bartender :) The mechanic with the mosue wheel, the reloading, movement, everything feels very nice. Leveling up, by cleanip up the mess is a great idea to. The homemade graphics are really nice, too. Very cool game!

All graphics and audio handmade? That is so cool. I second another comment, that you should ditch the hold Shift key stuff. In my first attempt I did not read your instructions and well, did not hold shift. On my second attempt I missed feedback, when I hit the enemies with my spells. And the font is very small on a 4k screen. Movement was fine, maybe a bit clicky, having to press the keys for every step. Interesting concept, maybe some experimentation would be cool. Like having to find out the spell key combinations or even create my own spells somehow.

I have brought the two dragon eggs back to Bob. Movement is fast and snappy, the graphic varied enough and there are some sound effects. The limited inventory makes you strategize a little bit and it was quite satisfying to slay the dragon my red hero blade. Nice little game :)

Ah, very nice Windows look, but I think that this even more Win 3.1 than Win9x ;) Even the sometimes a bit garish selection of textures fit the style nicely. The movement needs some work. Going forward is good, but I would like to be able to turn multiple times, when I hold down the key. The inventory system is nice, there are even windows like context menus (consume etc.) Short but sweet.

Ah, a shame that you ran out of time and could not implement all that you wanted. The encounter rate seems a bit high for my tast, but the battles are fast. That is a plus. The searching for traps stuff gave a nice feeling of pen&paper rpgs. I played in a web browser and had some lighting glitches. Performance was fine, but maybe slower system could have problems there. Sfx and music are fitting and the graphics are smooth. Movement could be a bit faster I think.

Hi there, thanks for the comment and constructive criticism. The gist of the problmes is just a lack of time in such a jam. Yes the two slots on the left give you actions, the other slots of the arsenal give you their passive effects. So you could for example load up with items, which give you poison damage and poison duration. The system I envisioned was a bit grander with more moves, area effects etc., but well…time issues ;)

But you just had to explore the town a bit more, there is an exit to the cultist castle. Maybe the game is jsut a bit too dark. Anyway, thanks again, especially for even making a video about it.

Thanks for the comment and yeah the balancing is off, there is just so little time in such a jam. The huge amount was more of a gag to underline the mess, the hero left behind. But I think I should have made that into a quest itself, like a completion state percentage for collection all the items.

I will try this again later. But I clicked like a maniac on the XP button, which seemed not do do anything after a while. Maybe the cool voice overs distraced me too much from the rest. There are no subtiles, right? As being not a native speaker, I have to use more of my brain power to listen to the voice ;)

First, very nice to see a Löve game, especially after all those 200-1000 MB big Unity and Unreal projects :) The graphics are nice, super cute monsters and everything runs smooth and snappy. BUT there seems to be a problem with the rotation angle. The view is not centered on 0, 90, 180, 270 degree. Was this intentional? After all the DCs I played in the last days, this almost made me sick. And the game is very hard. I tried to get the correct attack types against my enemy, but I died so easily after only a few fights.

This flew over my head. I did not understand at all, what to do. I read some of the comments and this is supposed to play itself? I tried it a couple of times and always just died, after a small number of encounters with those robots (?). The narration is a cool idea and I had too think of Bennet Fodys stuff. Movement is smooth and the graphic well done.

Graphic are nice, there is enough sound for a jam game and there is an interesting premise with the inventory system and all those slots. Playing Tetris is always fun ;) But the game is in a really rough state. Next time you should work more on the game than such things as the inventory system. Not that I am not guilty of these things ;) At least in my time with the game, the view was not really aligned with the grid, it was always offset to the right. And I did not find a way to change equipted Items, so I could not use the Buster Sword :( The movement is to slow and sometimes inputs are not registered. I think you need to buffer the inputs better.

Damn, the Boss dragon was unfair! Shame about the web version. What went wrong there, as the performance was really bad. Was it something with the light effects? I think you tried something ver ambitious there. The game itself seems fine. Smooth graphics and controls and enough sfx for a jam game. I think the different areas should be a bit more mixed, as the game seems to always start in an area oppositve of the element I choose. The random generation needs a bit of work or at least some treasure in the many empty dead end rooms. But then again, doing random generation for a jam game is a hard task to do.

Short but sweet experience. The RPS battle system is very well implemented here, as a bit of strategy is rewarded. Should I keep my essence or us it to level up. I have to watch the order I battle the enemies etc. The graphics are nice and smooth but the performance seems to degrade, the further you go. Nice one :)

Lot to like here. I wish I should not have to tap for every step, but the controls are smooth and movement feels nice, if a bit on the slow side. I loved the computer terminals, the angular casette tapes and the pipe weapon. What a nice animation, when accessing the terminals. While sparse, the sfx fit perfectly. Shame, that you ran out of time. I wish there was more to the terminals, like finding a code and hacking them myself, as you can input your own hex codes.

Hi, thank you for the kind words. Yeah, the balancing is way off, as I ran out of time. Making it easier seemed to be the safer choice for a jam. As you did not get farther than the daughter, you must have been stopped by the closed door in the preassure plate room. Ha, I thought I was so clever with the hint at on of the walls in the room. But you are clearly not the first person, who struggled there. So, next year I really have to think about these kind of “puzzles” and how to better guide the player there.

What a creative story of a child having a grand adventure in his mind. Reminded me a bit of Calvin&Hobbes :) The graphics are gorgeous and the music outstanding. We even have really nice voice overs. The movement felt smooth and the card battle system works well. Adding new cards to a deck and making difficult descissions is always cool. I did not play through the game yet, but I will come back later for sure, as this seems to be massive. Oh, I loved finding the secret chests!

Oh, a puzzle game, that quite a cool idea. I had a couple of bugs like suddenly the charater was moved to another floor. And in the room, with the fountain in the middle and the two movable walls I got stuck and could not get out, as the walls could be moved through the pillars and the fountain. Graphcis were nice and clean. Movement felt pretty good and the interface worked well. Cool game!

Damn, I came so far and then I died, buhuhuhu. The music sound very good and the homemade graphics are really nice. Movement is very smooth and the battle system flowed well. Choosing between melee and ranged to break the enemies defenses is a cool idea and keeps the player engaged throughout the battles. Very cool game! Just on thing, I wish there was a bit of banter between the members of the party. At least at the start of every floor.

Movement was super fast and snappy, nice. The graphics were fine, but the map and the battle screen did not scale well on a 4k display. I got to an o shaped room and the game said, that I won? Was there an elemental part to the RPS? And I think, that you need to add some cues to the enemies, so that I don´t have to just choose an option, without some sort of strategy. The music cues are nice, but the footsteps play for to long, when just making a single step.

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What did I just play? In terms of a Dungeon Crawler, this does not really work. This is just to far off from the standard step by step grid movement. That said, the experience was interesting and there is the core of maybe a kafkaesque horror game or something. Hm, but I don´t see the retrofutursim here? Was is the old PC?