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Dendrobyte

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A member registered Jan 27, 2019 · View creator page →

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Felt pretty cohesive! I like the use of the art style and the really quick "you have 2 seconds to figure it out good luck!" pace of the minigames. Good take on all of them involving risk as well! Feels like a really solid jam entry, planned well and executed for the context.

Super appreciative of all this feedback! Couldn't agree more (and you definitely touched on something valuable in #1). Just two devs with jobs trying to squish something in their spare time, so you just about nailed it at the end- just getting in our three romantic interests with just any game loop was our goal.

Kinda cool that the daggers reminded you of FOTMG, taking that one as a compliment haha! Really really appreciate the feedback; idk if we'll go anywhere with this idea but we're so glad to have submitted something, and it's really cool seeing people engage with it on various levels.

Really great feedback- thanks so much!

It's funny because "what does gold to" is a recurring theme- one of those things through QA. Gold is to the princess as bombs are to the rebel- we just forgot to account for the fact that gold often has a purpose in games and since we didn't call it out explicitly, it completely lacked fundamentals here.

I think the 'true objective' is to romance one of the options, hence either bombs or coins. Monsters are just... there. Originally ideas were had for the ghost girl for them, but we had to cut them for time.

No harshness taken, we both have full time jobs and were glad we were able to submit what we were as two programmers. Ultimately our risk of choice was a narrative one, with a subpar combat system; but it fell short of even subpar haha. Ty for all this! Really appreciative.

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Really enjoyed the notion of each tile providing a different option, especially as they increased the cost going down knowing you had to go back up.

Really great visuals too! I think the grid suffered a little bit because it was plain in respect to everything else. Only jumped out given the clear effort on the other parts, I liked balancing my choices as I descend. Nice job!

Thanks so much for playing! 

She is a romanceable character currently so definitely make sure to stop by on your way out of the dungeon (or did you mean as a playable character?)

Appreciate you stopping by!

Thanks so much for playing! I wash oping to make character speed configurable but alas... haha. Thanks for dropping the comment too

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Out of curiosity, on the first playthrough, did you:
- Talk to an interest every time you came out of the dungeon?
- Which interest's path did you go down?

So I can try to recreate. Thanks sm!
Edit: Ok so the fact you can enter the dungeon without talking to anyone looks like a specific glitch with the "Replay". Great find!

Odd!

The flow is meant to be that you talk to one of the three interests and then you keep talking to them as the days go on. Then on the final scene the last dialogue should trigger an end scene.

Since there is time for bug fixes, maybe I can try to tweak that tonight. We changed some stuff last minute for the ghost, and I wonder if that broke the "you need to talk to someone before you can enter the dungeon each day" code restriction.

Thanks so much for playing, and especially for the feedback! Easy to miss the small things when you run through it a lot.

Ay, thanks! Funny enough, part of why I liked your game a lot was beacuse we were originally playing with the idea of having a timer on each dungeon level and you could leave early on, at the risk of not collecting enough of your romantic interest's objectives. Was really cool seeing that come to life in another game.

Thanks for dropping by!

We decided to integrate a dating sim theme into a dungeon explorer game. Anyone out there who has other romance-esque games? Having QA'd our own narrative lines like a hundred times I need to switch it up haha

Cool overworld view! Movement felt a little jittery at times, but I always love a good use of card game entries. Would be curious where the UI (magic, health, points) would go given more time.

Nice!

Some might say they took the safe route and got the first hole in 4 shots... but I took the risky route and got it in 8. Bigger number is better... right... RIGHT?!?!

In minigolf games, seeing the risky shot is always fun. I like that this game is based on making that idea really clear. I noticed your description said 4 days- well done! I imagine the levels took a while to stick together- was very worth it. While your description is correct, unpolished, make sure you give yourself a pat on the back because it's still nonetheless well done. Your focuses were in the right place given the time constraint.

Fits the theme well- I like the notion of one weapon and having to go fetch it. Reminds me a little bit of Titan Souls, where you have one arrow (but you can also press the attack button to summon the arrow back.

I think there are a lot of opportunities for polish, but the main mechanic and risk factor are super clear. And my reaction when finishing the first level to the second LOL. I would be curious to see where you would have gone with this given more development time, i.e. how to incentivize continuing through each level fully.

Nice!

The overall narrative left me a little confused, but I LOVED that this game was a bunch of quick time events. The pace of going up and down adds a nice time pressure of, "did I get enough points that round? never mind can't think about it onto the next level". And the addition of going back to take the exam early is cool. Really enjoyed this one!

I love games like this! "Black Emperor" (Motorcycle arcade game) is the epitome of that kind of game to me. Just the infinite going and having to tweak controls like this to stay safe.

I enjoyed the fire and obstacles while navigating in air. It does leave me wondering if the biscuit could be swapped out for something to give this game a slight narrative flair (but I could also be saying this because of how many biscuit aesthetic games I've seen now haha). Just a comment that came to mind as my cookie was falling into the abyss. Controls felt good- and the change of spin direction on the cookie is a nice touch.

Wow, what an awesome quick-iteration game jam game. The only thing that jumped out at me was that I couldn't see my jump cursor when I was on the bamboo at the edges, but it's such a small thing which means the rest of the game felt really good.

The slow motion of the charge, visual FX, and sound feedback amplified what makes the core of this game by 5 or 6x. What polish time was spent on that side was well worth it. Only now reading the game description do I realize you can send the farmer back in and never did LOL.

Really well done, genuinely really fun. Well done!

Very cute game- incredible job on the assets and visual direction! It all tied together so well. A lot of these games have cool mechanics, this was the first one I came across where I thought "ok ok I gotta make it to the end". Having a day countdown is really nice. I first saw the skull/enemy timer on round 4 and went "OMG I HAVE 20 SECONDS UNTIL I DIE THIS ROUND?!" and that was a fun little time pressure. I thought it was switching it up from enemies. Reached the end and unfortunately my dog died :( I think it's probably because I didn't get enough gems? I wasn't sure, but that sole narrative providing enough incentive to keep going out into the world was a great choice.

I wanted to leave some feedback, hopefully that is OK. It comes from a place of good faith, and I think that for a game jam game this was really awesome! And my thoughts are meant to be a reflection of me getting into the game, not of misc criticism. Anyway:

  • Sometimes I dropped treasure, and then I picked up another gem and the number went from 0 -> previous_treasure+1. Only the first time on a level though? Not sure if it affected the code
  • 10 rounds of the same thing felt like a lot. More enemy pressure toward the end definitely felt like it worked out well.
  • I thought I had a genius idea of collecting treasure as I went right, dropping it, then collecting it on the way back, but you cannot pick up dropped treasure. Could be design choice, unsure, just the initial thought I had when I dropped. Also didn't think I'd drop my whole bag but that makes sense.

Bro please I just wanna save my dog 

Very cute game- incredible job on the assets and visual direction! It all tied together so well. A lot of these games have cool mechanics, this was the first one I came across where I thought "ok ok I gotta make it to the end". Having a day countdown is really nice. I first saw the skull/enemy timer on round 4 and went "OMG I HAVE 20 SECONDS UNTIL I DIE THIS ROUND?!" and that was a fun little time pressure. I thought it was switching it up from enemies. Reached the end and unfortunately my dog died :( I think it's probably because I didn't get enough gems? I wasn't sure, but that sole narrative providing enough incentive to keep going out into the world was a great choice.

I wanted to leave some feedback, hopefully that is OK. It comes from a place of good faith, and I think that for a game jam game this was really awesome! And my thoughts are meant to be a reflection of me getting into the game, not of misc criticism. Anyway:

  • Sometimes I dropped treasure, and then I picked up another gem and the number went from 0 -> previous_treasure+1. Only the first time on a level though? Not sure if it affected the code
  • 10 rounds of the same thing felt like a lot. More enemy pressure toward the end definitely felt like it worked out well.
  • I thought I had a genius idea of collecting treasure as I went right, dropping it, then collecting it on the way back, but you cannot pick up dropped treasure. Could be design choice, unsure, just the initial thought I had when I dropped. Also didn't think I'd drop my whole bag but that makes sense.

Bro please I just wanna save my dog 

This was really cool! I like that the screen real estate stayed small and the health was on the side- gave me OG minecraft one in the chamber vibes with the strategic use of arrow count.

I really like seeing all the different ideas that are based on the notion of a risk meter. It really makes for a great modification on how one plays the game, especially in this world. Admittedly died WAY too many times lol, but I'm just not used to the ZX controls. Enemy variety and movement feels well done given the time constraint

Nice!

Notifications are a bit wonky, but I like the presence! Pretty on the nose with the biscuit theme, but nonetheless a cute aesthetic! Word games are always fun, and I enjoy the mechanic of this "risk factor" if you make a wrong guess. It's a new way of having to be careful instead of being like "ah only two turns left".