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Morph

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A member registered Nov 17, 2014 · View creator page →

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That was a lot of fun! There are some bugs with selecting upgrades, and having an upgrade get stuck, which almost made me ragequit, but then I kept playing and had a blast. I got to wave 25 before I decided by base was effectively unbeatable.

Great gameplay and ramp-up in difficulty. I thought I was pretty smart until I had to combine 3 waves together. 5 stars in the theme of course!

This was pretty fun! And as someone who also programmed 2d waves, I appreciate the effort involved. 

Three things to consider improving: (1) Jumping the boats is a lot of fun; probably the best part of the game. You should get bonus points or a speed-boost for doing it. (2) If the AI dies from a shark, they should respawn. Having the game end because the AI is dumb doesn't feel great. (3) It's possible to get stuck on the boats. Maybe the dolphin needs a way to flop/jump off.

I had a lot of fun with this game. I died the first time, but on my second run I made it all the way to Satan -- but died when he spawned into me. The random map is nice, and the upgrades feel good. 

Three improvements I would recommend: (1) Full-screen please! (2) Give a warning where/when the enemies will spawn because it feels like a cheap loss when they spawn right into you. Maybe show some (non-harmful) fire or a pentagram for 1-2 seconds where they will spawn. (3) Give an indication when the character is hurt - like turn him red and/or knock him back a little bit.

I had no idea what to do, even after reading the instructions. Neat idea, but it definitely needs a few more components of a "roguelike" in order to be called that.

For the repair: no need to mash, it can be held down like the other buttons. It does currently immobilize you and I thought the holding down would be a good system, but it probably should just be a toggle: flip the repair switch on when you feel safe; flip it off if a threat shows up.

I agree it needs more sounds! No idea how to make water splash sounds though.

Thanks for the great feedback.

Does anyone have some links to examples of previously made dungeon zines? I want some inspiration.

Thanks! What's funny is the AI is incredibly dumb (it picks a foe, fires somewhat randomly, and tries to stay within a certain distance of its foe), but because of the interplay of all the NPC boats crowded together and the waves, they sometimes appear to be smart.

Re: sounds, I wasn't sure how to get nice wave/splashing sounds with my retro sound-generator (zzfx). What other sounds would you recommend?

The setting of this game it great 😻, but it has two areas that need some help: sounds and music are too loud, and it needs a small stretch of land for practice before the chaos starts. The controls are so unique that I need practice before I can do anything besides trash around, eventually dying.

The main thing holding this game back is its lack of an option to mute the music. The music isn't bad, but it's much too loud and unnecessary for a clicker game IMO. Some other improvements you could make: Revisit the math of the prices, and make it so subsequent items cost more the more you own. For example right now there's no point in even buying a mine, because farms are always a better deal. Also, make it so the main clicking area changes a little based on what you've bought. Lastly, make the clickable guy shrink a tiny bit when clicked, so it feels like he's been clicked.

I hope I wasn't meant to pay attention to the top half of the screen, because my eyes were glued to the bottom left. I think this game would work much better if it was slower, especially at the start. I struggled to keep up right away, and realized I didn't have a chance to figure out what was happening. FWIW, "Riff lord" is a better name than "Pocket Legion" in my opinion.

My favorite part of the game is actually the atmosphere: the looming structures of the city, the fog, the foreboding music. The waves and buoyancy were well done also (I know from my game that this is not exactly easy). I only wish there were more checkpoints, or the boat was more durable. I wanted to play more, but eventually got fed up at having to restart every time I tapped a wall.

Great game! Nice retro feel, simple gameplay to get started with, but with a nice difficulty curve.

I'm still amazed that you built this on a mobile device! Really well done. What did you use for art and music?

I tried on Firefox on Windows and it worked okay for me. I can only guess that your network might be blocking p2p connections.

Repairing only works when you have supplies from defeating ships, and you have to hold down "r" or the repair button -- which is probably a confusing interface.

Looks like they were AI created. If so, you may not have a copyright on them.

Thanks so much for this. 🤗 It was a good, in-depth review. I like how you ran into the sword-swallowing easter egg. 😅

For challenges, something like "Paint the whole screen blue", "Make black and red checkers"... with increasing difficulty.

This is a really great concept! Two things would be nice: a list of challenges, and some buttons for each command at the bottom (for mobile users who don't want to search for special characters). I could see this being used for a game jam / code golf challenge.

This is a really cool idea. I would use it if it was a Javascript library. Would be cool if it could so somwthing like simlish too.

You should try the post-7drl version of the game: https://deathray.itch.io/ruins-and-rangers-1  It has a lot of fixes, new items, and even some color.

Thank you! I'm honored. ☺️

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I don't run the jam, but rule 2 is Do not submit a project you already had

Did you make this game 94 days ago?


It seems that this was made before the game jam started, and has been submitted to a dozen other jams. Spam?

Looks interesting. I just wish it was playable in the browser.

I had a lot of fun with this one - I beat it twice. Great ramp-up on difficulty, and it was fun to learn.

This is well done. The hacking is simple but requires attention. I would really like some way to refill my air -- maybe a recharge station. I found the game a bit too hard also. The best part is the animation when you lose.

I suspect this is a good example of what can be made in Scratch. I admire the original artwork and the effort the game must have taken. One tip: I assume the collision detection might be hard to improve, so you might want to stick with shapes that are big enough so the player can judge when a hit will happen. Good luck on your gamedev journey.

Gorgeous - off the charts with polish. I only made it to level 4 so I had a hard time with it.

I liked the art style, use of sounds effects, and impressive to have a boss fight. It was a bit short since I just ran in, killed two guys, then shot-gunned Cthulhu. It was fun, but I don't know how this is a roguelike.

I had a lot of fun with this. I made it to level 8 before something broke (a monster spawned on my space?) and I was unable to move. But I had a lot fun collecting enough items that I felt invincible!

This should be called Carcassonne RL. It is interesting and very challenging. Sometimes there were that I felt should fit. but it wouldn't let me place them for some reason.

Weird. I can't reproduce any eating issues. No way to interact with townsfolk (except killing them), or the buildings (yet).

Any ideas?

Obviously I was thinking of enemy movement and ranged combat. But trying to think of more ways to add tactics.

This problem should be all fixed now! Thanks for confirming the details of the bug. 🤗

I did consider an alternate keyboard scheme like you describe, but wasn't sure which would be better. I think you might be right though.

 Are bug fixes allowed after the jam? I found a couple of bugs in my game (that is already submitted) that could be fixed with a few tiny changes.

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Sorry that happened. I am not sure if that's something caused by the itch frame because it never happened when I tested it. I'll keep an eye out for it to happen...

It was a bug, and it has (hopefully) been fixed in v1.0.1.