Very cute slimes, and entertaining gameplay.
ElionSylwin
Creator of
Recent community posts
That certainly could be a possibility... I never tried to make a time based power up, but it could be an interesting challenge. I would have to limit it to certain degree otherwise it could destroy all enemies again, tho it would come at a price of a lot of time. Ot I could also make a level up/upgrade system allowing for pushing that limit higher allowing for more damage both long range and close range.
Thank you very much, glad you enjoyed it.
Originally there were supposed to be couple more levels, enemies even a boss fight before you could get to the obelisk but I ran out of time. I believe this was mentioned in one of the dialogue lines (that I honestly missed when changing it) that mentioned there were five doors (portals) and some other stuff. I really liked working on this small game so I am planning on returning to it soon :D
I noticed that the HP bar sometimes overlaps the dialogue boxes and the UI definitely collides with the dialogue windows which I wanna change. There are more changes I wanna do such as you won't start the same dialogue when you start again and such.
I will look into the close range attack and try to figure out what is causing it, hopefully it will be a quick fix. I had a quick replay and noticed that I most likely forgot to scale back the long range attack damage from when I was testing it because 9/10 it obliterates everything in its path :D
The concept and controls are really nice, it also depicts quite well the darkness and claustrophobic feeling of underwater caves. I really enjoyed it. I also love the menu visual where you can see the oxygen and battery, that looks awesome.
The only thing I didn't like is the crackling of the sound. I don't think that was intentional, but if it was, personally I find it quite unpleasant, Also I am unsure how is the limitation of Time is a resourse done here as it feels like the oxygen and battery are more of a resourse than the time itself, but you are technically still "racing" against the time so not sure.
Otherwise good job.
Just to clarify, are you playing the web version or the downloaded version?
Also when you enter the town portal and enter the dungeon, the portals forward are always on the far right, the left ones on which you appear lead back to the town. I will check it asap and if found, fix it immidiately Found the problem, fixing it right now.
Yes free assets were used for the graphics. While I made some changes to them to fit (For example the obelisk breaking animation was made from scratch using the obelisk sprite as base) and made some small sprites (the portal sprite and some other), my art skills are nowhere near the level necessary to make the whole graphics in this amount of time. Music and sound effects are sadly missing, I wanted to add if I had some time left, but I ran out of time.
There certainly are many things to work on. I want to remake most of the systems as the code structure is awful and change many other things. But thank you for playing :)
Oh absolutely, many of systems in my game are not how I wished for them to be either. Even the way they are written is quite frankly awful and it's just a jumble of code. So I fully undestand not having time to make it perfect and how you wanted it to be. :D I just wanted to point it out in case it was an uncommon occurence. But your game is really enjoyable and i nthe couple of runs I played, everything worked just fine so for 3 day game jam, very nice job :D
Oooh that makes much more sense. I noticed that some of the jumps I made were a bit higher, I didn't think of this tho :D One small thing that happened to me during my second play is that I got stuck in respawn-death loop when my last position was at the very edge so I couldn't do anything but continue falling. Luckily I was just started but just wanted to mention it.
Your respawn already remembers the last location when it was on ground, guessing you use classic isGrounded bool (for jumping etc.), so you could use three bools when respawning slightly spaced apart and check if at least two are grounded, if not move character to the closests grounded position. That could ensure that the player is always on the platform when respawned, tho I guess it could cause some problems when standing on single space platform. Just an idea. Tho what happened to me might have just been unlucky because the respawned worked great every other time.
The concept and idea are pretty interesting, though I am not sure if the heart is spawning properly or if there are some conditions. Also as others mentioned, controls would be nice as it took me quite some time to figure them out and I still do not know if you can "reload" your fireballs.
Otherwise good job, it's qute enjoyable.
Thank you for playing. It seems the obelisk is for some reason not reacting to the player, trying to figure it out now. I tried the timer, but it worked fine for me. It just doesn't show up unless you click on the hourglass. If you did click on it and it still didn't go down, then I am not sure what could cause it, because I have yet to encounter it sadly, but I will look into it.
The looks pretty good and your progress is really nice. I will definitely give it a try after you submit it :D
Also just wondering, in the video at 0:16/0:17 it looks like you are shooting forward and back at the same time judging by the zombie dying. I haven't seen you mention it so was it a bug or intended? Because while looking slightly wierd, it could be interesting method of getting out of a trouble.
[UPDATE]
I am currently implementing basic interaction between the crafting/smithing system and inventory, but at the current moment there is no specific interation which the player could do.
Yesterday I made first iteration of the smithy using assets from itch. Currently without any lighting, which I plan to add later on, so it looks somewhat bland.
The image I had was that the building you use was a two floor storage house that you bought, resulting in not having much decor. You then added a smithy to the back of it using most of the money you had saved. The first room, on the lower floor on the right, servers for customer to come in and task you with their order, the middle room as a stairway to the upper floor, small storage and for heating the first floor using the fireplace (currently the same asset as the forge, will most likely be changed later). The left room is the smithy and the upper floor being your own room.

I will definitely rely on outsourcing the pixel art for now and most likely I will have to rely on them even when submitting this game for the game jam as graphics are not my strongest side tho I will try to make some I fell like are presentable and implement them in the game.
You are submitting a game as well right? I will give it a try after the jam as well :D
This is a solo project in which you play as a young blacksmith, within a fantasy/medieval world, who starts his own smithy after being an apprentice at his fathers smithy. Due to being new unkown smithy you will need to build your reputation by completing working orders ranging from ordinary items such as nails to swords and more.
Right now the game is in the beginning phase of development as I started a bit late. Currently I am working on interaction between you and the customers, interaction and inventory are useable and in testing and the smithing itself is in design phase as I still need to decide how exactly I want to implement it.
Because it is a solo project any art and sound is yet to be made and implemented, but I plan for it to be made in pixel art.
Short programmers devlog:
Hello everyone, I am Elion and I take care of the programming side of this project together with Catsu. I am here to inform you guys about the current situation at least from my side.
We got quite a lot of newly implemented systems so let's get through them. As Jamie mentioned before, I already implemented the scene and camera systems, for past couple of days I also implemented the basic movement system and the interaction system. In the current state, the user can interact with destructable objects which will destroy them, entrances and exits. More interactable objects will be added. Currently I am implementing combat system and character stats, which are already in the testing phase.
That's all from me for the current moment. Thank you very much for reading :)

