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Enygmatic
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A beautifully digusting combination of dungeon crawling, Wrought Flesh, Cruelty Squad, and mech!
I loved just about everything about this, the concept itself is amazing, but the visuals, the audio, and the mechanics of consuming and equipping different items and their usage was really neat. Oh, and now I really want to make a game with the same effects as the Chaos Engine lol.
5/5 in all categories, great work!
I am not a fighting game player usually but I thought this was very well done!
The pixel art was great, animations nice adn snappy, controls felt good, and the sound effects and music were fitting.
I do agree with the comment it's hard to see yami against the background sometimes though.
I didn't have anyone to play this with so played against the AI, but I enjoyed playing as the two characters nonetheless.
Great work!
Thanks for playing, glad you enjoyed it!
There is actually a little bit of camera shake, but I set the values low because I found it hindered aiming a little too much and thought it made the player feel less heavy than they ought to.
I did write up ideas for equipment slots like a jetpack and shields, but decided to cut it early on to focus more on the combat and mech feel. I think I made the right choice but it’s something I want to explore in the future.
As for shaders yeah I could do more with visual effects, but didn’t want to risk hurting performance. Maybe next Mechjam though.
And yeah I did have some logic from a previous jam to have music dynamically switch to combat music, just didn’t have time to properly lean into it. Also I thought having too intense music might take away the sort of Delta Force/Arma esque atmosphere it is something I could try in a different tone game.
Thanks for all the feedback!
After so many action games I'm happy to have a nice chill mech game, and boy was this one chill!
The controls are a little odd at first but the game page helped illuminate them well enough. The act of casting the line, deploying the mech and reeling it in felt good enough too. Thougyh in my run the mech kinda jittered a bit at the end of the line.
I was also surprised by the sheer size of the fishing area and the background detail, I figured it would be a single big half bowl of fish but I like the diversity of the ponds and little rivers between them.
And the audio and especially music here are perfect for the chill tone, no notes!
I sadly didn't catch a single fish, maybe they just didn't like the look of me, and I sadly didn't check out the upgrade shop, but I enjoyed what I played.
Great work!
The artsyle for this one is quite cute, and I thought the sound effects were fitting for the style. In fact upon checking your other games I recall I commented that your Kaiju Jam entry one time could do with sound effects, and frankly I think them being added here helps quite a bit even wtih basic sounds.
As for the rest of my feedback I should preface I've never been hugely into platformers, so my feedback may be a little out of touch.
The movement definitely conveys being in a mech, but much like a heavy mech trying to platform it felt a little too clunky, stiff and slow to feel good for me.
And I think having death set the player back to the first level and with no way to regain health to be a little too punishing imo.
This was a cute little paltforming, but one I don't think was for me, good job though!
This was amazing! I have to up front thank you for having submitted an Unreal Engine game that gives me the options to NOT cook my PC.
The art and visuals are all beautiful and seem perfectly on theme from my vague knowledge of mech anime and Gundam. And while the music at default volume is a little overpowering, frankly I thought it was intentional and kinda fit the brand lol.
Having a tutorial section was also a very nice addition, something I find usually gets axed for jam games due to time restrictions (including my own game).
The movement and combat all felt very smooth, the only issue I encountered was some enemies spawning under the map, but with the lock on I was able to destroy them through objects. So I think it's a jank issue, but not something blocking progress or frustrating.
I do wonder if I just sucked at the game though because I never got enough money for more than 2 upgrades, so while I'm impressed at the scope of options available, I never really used them.
Overall this was incredibly well done and was very fun to play, great work!
This was really neat, I love the fallout-esque aesthetic and map view and just the complexity for a jam game is certainly something!
Though i admit the game felt a little too confusing in just understanding the gameplay loop. At first I didn't know that my homebase was my homebase on the map, I assumed it was a scrap indication, and then I was very confused at why my mech disappeared. And then I was further confused by the fact I had to return to base with scrap, but frankly I just misread the description. I also thought the gameplay was a little too slow, until I realized I could hold down the spacebar.
By the way my number one suggestion right now is to list holding down spacebar to speed up the game as a control option on the game page.
The animation for the mech being deployed EVERY time a mech is launched get's really repetitive when I have to do any time I get some scrap, and I can only get 20 scrap per run.
The map exploration felt a little odd, the grid didn't seem quite aligned, and I think the AStar navigation was a little mismatched. Sometimes I could go right through rocks, sometimes I couldn't walk over seemingly clear areas. In fact one time one of my mechs was stuck and couldn't move at all.
And also I didn't see any enemies at any point, maybe that's a bug? here's what my map looked like by the time I gave up.

And as my final piece of constructive feedback, the game map is a little too zoomed out for my tastes, had to lean into the screen to see scrap piles at one point, and I couldn't find any control for zooming in.
But back to the positives, again the vibes are immaculate, and I like the concept of this game. Doing a pseudo RTS in a game jam is no easy feat by any stretch, so good work on that front!
There's a lot to love here and the core is good, but there's some edges I think could be sanded down in the future. Excellent work!
Thanks for playing! I'm really glad you liked the game flow, I wanted to keep the player on their toes but not stressed out to the level of say an extraction shooter or hardcore tactical game. I did hem and haw about how much combat encounters should be spaced out, as I didn't want it to be nonstop action, but also didn't want the player walking around for too long. And I absolutely agree with your suggestion of a better speed boost, if I were to do another game of this style I'd definitely have either a faster movement option or some form of fast travel.
Thanks again for the nice comments and playing the game!
This was a cute little game, the art is nice, jumping feels ok, and I really love the text popping up from the rabbit in the crate!
I agree with the other comment calling the crate dragging a little floaty. I get thats part of the difficulty though so I suppose really depends on intent. After all having it kinda floaty prevents the player from just using it as a floating platform to skip the level lol.
I did like how the mechanic was expanded out to be usable on other crates for the longer spike puzzles. It kinda lef tit up partly to the player how safe they wanted to paly it with shorter vs longer jumps.
I admit I'm not a huge fan of platformers in general so I'm not really the target audience and couldn't tell you what could be done better, but it was a neat little game. Good work!
This was a cool entry, the aesthetics were very retro and I liked the variation in all the different weapon types.
I may just be a stranger to this style of to down shooter though because it felt odd to me having my projectiles go to where I'm pointing rather than just the direction my cursor is facing. In the same vein, it was annoying when I couldn't switch to a previous weapon after picking up a new one. Some of them like the vulcan or flak just didn't feel good to me and I consciously avoided them.
On every other front though, I enjoyed playing this!
The music was nice and energetic, the sound effects were good, the artstyle I loved, the environments I thought were good, and I really liked the minimap. It all came together to feel like a nice Mech PS1 experience!
Excellent work!
Thanks for playing! Yeah getting the cockpit to feel a little more immersive was a big focus for me, and while the little joysticks are kinda superfluous gameplay wise I like having them in.
I don't know what you're referring to the with the wandering to the right slightly, I haven't noticed that. Were you playing the browser build or downloaded build?
The blue things were power cells powering the energy barrier, they're mentioned in the game page description and some voiceover from HQ in-game, but maybe I need to add better directions. Wouldn't be the first time I explained something poorly in one of my games lol. When you destroy all 3 scattered around the enemy bases it takes down the barrier and you go beyond it to take out the final boss.
I have to say this is a REALLY interesting game. The mix of North Korean anime, the Yom Kippur war and mechs is one of the most unique things I've ever seen and just by pure concept alone I love it!
The visuals are chaotic in a very beautiful and fascinating way which I love, very much feels in the vein of Ville Kallio to me which is neat. I admit I'm mixed on whether having the filter effects layer so much is a good or bad thing. Good in that it makes the game feel more chaotic, bad in that it makes it harder to read or play.
On the subject of gameplay, I also did not get to the end of Seok's story, even by trying to cheese by flying under all the enemies. I get that balance is hard in a game jam, I definitely didn't do it properly on my initial release, but this almost feels like an intentional shitpost in a way because there's like 100 ships on screen. So while interesting in concept, it didn't feel actually enjoyable to play and I never saw the end of that stoy.
Younis' story I did complete though, and it also had some very janky controls to it, to the point I'm not sure how intentional it was. It gave off the vibe of one of those cursed creepypasta sidescrollers like Sonic.exe, what with the combo of filter effects, chaotic artstyle and grim tone. On an atmosphere and visual level it was great, on a gameplay level it was at least completable.
Overall this has a great style and concept, and I honestly like how it tied into alternate history, I think in the future though there should be a little more focus on improving the base gameplay. I enjoyed this, great work!
Thanks for playing, and all the feedback!
Putting together the cockpit was one of the more enjoyable parts for me, I really wanted the player to feel like they were piloting a mech. So even though the little handles don't add anything gameplay wise I thought they were very helpful for immersion lol.
And I'm glad you mostly liked the combat, I wanted it to require the player to not stand still, but not be as demanding as say Doom Eternal or Ultrakill.
And I agree with the tankiness of the enemies, after your comment and watching some friends play the game, I lowered the health of the mech enemies.
Thanks for playing, glad you enjoyed it!
Proejct IGI wasn't a direct influence but definitely the idea of a more open kinda tactical shooter like Delta Force or Arma was one of the big inspirations, alongside Psycho Patrol R.
I had wanted to put dual wielding in a game for so long, and a Mech game was the perfect excuse so I made it a priority! I felt it gave a little more variety and choice in playstyle, and it just looks cool imo. The voiceover for objective and tutorializing is something I used in a previous game that I thought worked fairly well, and made sense for a mech to have so I leaned into it, glad you liked it!
As for the map itself, I used the Terrain3D plugin. I hadn't tried it before but it worked pretty well, you can manually draw navigable areas on the terrain so when you bake the navmesh you can define paths without having to mess around with navmesh obstacles and colliders so much. As for the optimizations, I heavily compressed and lowered the resolution of all textures, and set maximum distances for meshes and audio players. Also, the enemy AI doesn't run at all until they're triggered so a lot of processing is saved that way, and even when triggered there aren't that many enemies active at one time.
I had thought about having multiple smaller levels, but I think having the one made it feel more open, and frankly it's all I had time to layout lol.
As for the web build bug, by any chance did you press escape during gameplay? The mouse input works for me unless I hit Esc, and then it completely stops working. I'm not sure why that happens.
Thanks again for all the feedback!
Made another update as detailed here: https://enygmatic.itch.io/mortem-ex-machina/devlog/1573927/version-12
Hey thanks for playing! I'm happy to hear you liked the controls, I think I spent half the time of the jam just working on making the "mech-feel" as good as I could. It's cool you clocked the Arma cold war and Cruelty Squad mentions, because two of the biggest inspirations were the wide open tactical shooters like Arma, the old Delta Force games and Terra Nova Strike Force Centauri, and of course Psycho Patrol R, the followup to CS. I was also by the more open Halo CE levels too, especially the original Macworld demo.
The objective was to destroy 3 power cells scattered around the enemy outposts in the valley, and you need to pick up weapons to get more ammo. Did you just not find any of the other weapon pickups or power cells? Maybe it was just explained poorly in-game, but in the itch page description and a voiceover when walking close to the energy barrier it mentions to find the power cells.
Uploaded fixed build that revamped a lot:
- Removed all debug features
- Added more enemies
- Added voiceover
- Optimized bullet casings
- Optimized effect instancing slightly
- Added screenshots to credits
- Fixed bug where killing final enemy wouldn't transition to credits
- Fixed bug where enemies wouldn't aggro from certain angles
A nice short entry that managed to balance the difficulty just about right for me.
I liked the artstyle! The cartoony enemies and weapons combined with the rather brutalist UI and environment was a good match.
The progression I think have been made a bit better and obvious I think if each power upgrade increased the players health as well. Because while improving the defense and dodge likely did something, and the attack upgrades I think were noticeable, even just a small health bump would give a more tangible difference to the player.
And while the ending is aburpt I found the little drawing at the end to be very charming! Good work!
A nice short and sweet game, not a great amount of variety to the gameplay or environments but I enjoyed it!
I think the hitbox on the fires could be a little bit bigger, as it is deceptively finnicky at times especially on the cats.
I like the little angelic sound effect whenever picking up items or rescuing animals, reminds me of cruelty squad for some reason but might just be the general PS1 aesthetic. And on the note of aesthetic this pulled on the PS1 look very well!
I also appreciate the option to crouch under smoke to allow the player to explore without punishment, and gave a nice balance between crawling to move and standing up to extinguish.
Good work!
Now THAT was a dungeon crawler!
I don't think I've seen an entry ooze DOS so much as this one. The BIOS settings menu, the terminal command "loading screens", the CRT options, art, sound, input prompts, everything was retro to the max!
Beyond the perfect presentation, the art was great! The sprites and environment visuals were some nice eye candy. And the colourful text tying to the elements and adding emphasis was a great touch!
The sound while limited was perfectly within the old school DOS so I don't even really have a complaint about that.
I was surprised by the breadth of the game, having distinct areas, multiple traders, XP system, embuing weapons and armor, accessories, a quest log, boss fights, the ability to re-fight enemies, it's an immense scope that was pulled off very well!
I only wish I was able to fight the dragon and explore that last area more, but this was one of my favoruite dungeon crawler jam entries ever! Excellent work!
I sadly didn't finish this game as I got caught by the couches, but I did enjoy what I played!
It honestly reminded me of Myst with needing to look around to interact and having the flashlight follow the cursor.
The general atmosphere and soundscape were well done, and I really liked the tutorializing system!
The combat was a bit awkward but after the first couple battles I was able to get into the strategizing and managed to actually defeat an enemy I don't think I was intended to fight lol. It had 15 health and I still had the starting weapon and base stats!
There is a number of quirks regarding the UI though. With other items appearing over a highlighted items tooltip, and the tooltips going off the edge of the screen.
And while the visuals are overall great with the low poly low rez look, the sprites are kinda out of place. They look great don't get me wrong but it looks like putting pokemon in Doom 3.
Overall I enjoyed what I played of the game though, good work!
Thanks for playing!
I'm really happy you liked the library encounter, that was one of my favourite enemy encounters to setup! I now also see some ways it could've been done better, but I'm happy it has a little variety compared to other fights.
As for the movement yeah I've been wanting to try queuing movement actions for the player controller but have lacked either the time patience to implement it. Maybe next year!
The humanoid model I got from here: https://comp3interactive.itch.io/low-poly-human-mesh, the animations I got from mixamo and the textures I made myself. I've been using that model asset for several games now and I think they work quite well.
Thanks for playing!
Yeah I still really like the Windows 9X look so I would like to try it again but with some more twists or variations. I think the well is far from dry but I don’t want to retrace steps to the point of monotony.
As for the weapons that’s very interesting. Because the fire weapons should one shot all the Promethean enemies, and the water weapons should one or two shot the Orochi enemies. In fact the earth weapons are weaker against the Promethean and Orochi enemies, so maybe I just made them feel too satisfying lol. I’m glad you liked the combat feel though, was one of the major things I wanted to improve on over my past couple entries!
Thanks for playing, and the kind words!
I’m glad to hear my entry this year met the standards of my usual work for you! Yeah I decided the Windows 9X aesthetic hasn’t totally run its course yet, at least not for me so I reused it again this year with some additions.
I’ll definitely work on refining the movement, I think I’m just used to slower movement from other games I play so I’ve made a note to ratchet it up in future games.
As for the combat I always go for too easy over too difficult at least for jams. May make the game less interesting but means people can finish it. But yes I did also have Descent to Undermountain as an inspiration so some sluggishness was intended lol.
This was a very nice short but sweet entry!
Of course it would have been nice if there was a fancy end graphic or something but I think the game is better served by the rest of the game being playable rather than a detailed ending existing. And in any case my game arguably has the same problem lol.
I think the movement could be improved by allowing the player to hold down the movement keys. And maybe it's just me but I think it felt a little too cramped with the players camera being so close to the front of a tile. It's not a gameplay impediment in this case since you don't have to look on the floor for anything, but it just feels off to me.
And I agree with the rest of the self-critiques listed on the games page, though on the audio front I think what's there works quite nicely.
As all the other comments have pointed out the computer terminal mechanic is very cool! At first I thought it was just a great interaction animation, but being able to manually move the cursor selection around was neat. It felt like something out of Alien Isolation for me.
I also like the little diegetic element of having the health bar displayed as part of the robot's model. A very unobtrusive way of showing the health bar, AND having it be close to the players health bar which makes switching between them easy.
Overall I think what you did finish is good, and hopefully next time you'll be able to realize more of your ideas! Good work!
Every year I find your games to have beautiful art with a cool looking old school interface, and while I usually manage to get at least decently far in the games, this year I feel like I stumbled around and barely scratched the surface.
I definitely got that death in the first section is expected, but good god the rest of the game is brutal. My attacks seem to rarely hit and when they do don't do that much damage. I'm getting constantly surrounded by enemies, and even when I stun groups of enemies they still follow me around and damage me.
And I really love the verticality and variety switching from the ground to sewers and climbing on the rooftops. But I cannot keep track of where I am so I'm constantly getting lost, and I somehow seem to always drop off the rooftops to the same section I was just in. I know you mentioned in another comment there's a map available as a pickup, but I would personally be unable to find it even if you told me exactly where it is. And because I spend so long wandering, around more enemies hone in on me and I die. And since there's no way to bring back fallen party members it just got to a point where I felt like trying to progress was pointless. Even with the save system (which I really appreciate this game having) I just had to tap out.
But back to the positives, again the artwork is gorgeous! The backgrounds are all varied and very atmospheric, the characters designs are fun and feel old cartoons, and I really love the little details like being able to see in through windows when close up!
The music and sound effects were also solid for this type of game. Only exception maybe the walking sound effect, I thought it was a little too high pitched and loud, but it does at least sound authentic to the era.
Another very well made dungeon crawler, but the combination of gameplay factors just made this not a game for me I'm afraid. Good work!
Well this was another solid entry from this crew!
The art style was absolutely beautiful, the user interface was great, and the progression felt good.
My minor quibbles are I think in the later sections it would have felt better to be able to hold down the buttons to move, and I felt the environments got a little too samey for some parts.
I do appreciate some of the parts that break up the monotony of the environment, like different coloured stains on the walls, the teleporting blocks in that one section (felt like a throwback to a past game of yours where that also screwed me up a little), and that one open chasm, made the area feel a little larger than it was.
The concept of the player being 3 kobolds in a jacket was also fun, and the elemental differences with learning abilities as you defeat enemies was neat.
Overall I thought this was a great entry, and thanks SO much for adding the quick save feature! Great work!
Well funny seeing you folks here! I'm really glad I got to try this out but I'm sorry to say I just didn't manage to finish it.
First of all I love the overall tone of the game, very much captured the feeling of a dystopian mall with the music, statues and general liminal atmosphere.
I think the movement speed could've been a little faster with how much ground there is to cover, but the movemnt itself felt good I thought.
I liked how smooth the map transition felt, just generally I thought the UI was very well done!
I also really liked all the little details on the save/trash deposit stations, with the squash and stretch for when the cooldown is over.
And I thought the combat was incredibly unique, but I think would strongly benefit from a bit more explanation in-game to make it idiot proof. I got it after a couple lengthy battles where I dealt lots of 1 hitpoint damage and suddenly by accident a 44 hitpoint damage and decided to alt-tab back to the game page. I guess that's what I get for skimming lol. Once I understood it though it was very neat seeing all the different patterns of enemies.
And further on the topic of combat, I think the price of soda is a little too unforgiving. I had restarted a couple times because I got to a point where I had less than 10 hitpoints left but just wasn't able to defeat enemies fast enough to avoid damage. It got really easy I found to get into a vicious cycle of combat giving negative returns. Which was fine for the more optional fights, but discouraged me from continuing on the level after the escalator where I was really far away from a save station, and just barely scraped by all the enemies only to be killed by a trap.
Oh and imo the traps should disable as soon as the player clicks them, about a half dozen times I would get clipped by a trap AFTER I had disarmed it but before it had vanished into the ground. It felt less like rewarding patience and more like bad visual communication.
For my experience the combination of the last two paragraphs made extra exploration not all that appealing, as I was more likely to be harmed than rewarded.
But back to the positives, I think this was overall a very well made and polished game, and the audio work was definitely top notch. From the anti-consumerist music to the absurd announcements over the malls speakers, and even the little effects during combat every part of it was well done!
If this was a smaller and more forgiving game I think this would be one of the better dungeon crawlers I've played in this jam. Excellent work!
Yeah, while I might have avoided sleep deprivation during the jam, holy moly it was a sprint to the finish lol.
I did actually have the game boxes of my previous games in that room with the mousepad! They were on the shelf lol. And while I did have art from previous games strewn around I tried to be a little less self-referential. And as you accurately noted this game builds heavily on my 2025 entry but with some improvements. I'm glad you liked the enemies! I wish I was able to further iron out some issues but I think they're an increment better than last years AI.
As for that bug with the sanctuary level, the only thing I can think of is if one of the levers was missed earlier on in the level with the two big green block pillars. Admittedly I didn't do the best job of sign posting, but there's one lever that opens the inner sanctuary door, and another that opens the outer door.
And yes the flamethrower particles are Godot hitching trying to load the graphics, it's been an issue in all my games, but it's strange that it happened repeatedly. It should hitch the first time and then load smoothly after that. In any case I definitely need to look into pre-loading assets for my next game.
I'm glad you liked my game, and thanks for playing!
Hey thanks for playing and the kind words!
For the bugged audio at I correct in assuming it was the footsteps of the burner enemy in the library?
As for enemy corpses blocking progression I’m curious where were you seeing that? I don’t think I ran into that in testing beyond the first couple days of development so I’d like to sort that bug out before the post-jam patch.
Thanks for playing!
I'm glad you like the Windows 98 look, I still find it very cozy and charming lol. And I did definitely lean into the aesthetics of the era a bit with some clashing art styles, something about 90's-y2k era art I just can't shake.
I'm definitely glad you noticed the environments! I felt my entry last year was too monotone and samey, so I wanted to give a little more variety with the outdoors areas and different colour schemes.
I genuinely wish I got to do more of the story and lore bits, so I'm glad you liked what was there! And adding the library details was really fun, and the sort of thing I miss in jam entries usually.
I'm glad the combat/movement updates didn't cause any major issues, I wanted to add a little more physicality without it becoming too much.
I really need to learn to pre-bake effects in Godot, so definitely adding it to the list of things to sort out before next year. As for the enemies, yeah they have issues as usual, I fixed the bug where the player and enemies end up on the same tile, but now the enemies don't know where they're going!
Thanks again for playing and all the feedback!
Thank you so much for playing!
The Windows 95/98 look has always felt very cozy to me and I don't know why but I love the look of something artistic that looks like it was rendered in accounting software lol.
I'm glad you liked the writing, frankly I wish I got to do more worldbuilding than I had!
Thanks for all the kind words and I definitely plan to have more games out soon!
Yeah the missing wall textures I realized after I made the final build for the game and didn't have time to correct.
As for the note, I discovered what's happening is there's a collider of an NPC's "field of view" area that extends just into the tile of the note and potion. I've managed to fix it for the post-jam patch already!
The tooltips being cut off are an issue with the resolution so the game doesn't the players cursor is at the edge of the window, it's a single setting I didn't flip in Godot.
The looping footsteps is a bug, I saw it happen on stream and not exactly sure why it happens, but looking into it!
I think I must've just been playing slower paced games recently or something because I didn't notice the movement speed until others pointed it out! I think I was also afraid of the game being too fast-paced like the boss fight in my 2026 entry so I over-compensated.
Thanks for playing and all the feedback, glad you enjoyed it!
Well I'm sad to say I seemingly didn't reach the end of this game but the parts I did play showed off some very neat gameplay concepts and mechanics I haven't seen before in a dungeon crawler, at least not quite like this.
The combat system was a little strange at first, having to manually aim to attack didn't make much sense, but when I got to the defence phase of combat it started to click. Though admittedly while I like the idea and mechanics of the damage blocking with the options of equipped items or armour absorbing damage, the actual attacking seems like it's missing some limb targetting ability, or perhaps it's just not explained that well?
I also really liked the ability to add the various item upgrades and accessories to equipped weapons and armour. And the item degradation I think is a good idea with how it ties into the combat system.
I did have some issues with the game though.
The level geometry of the grid seems off center at points, I don't know if I managed to move off the grid due to a bug, but I think it might have actually prevented me from moving beyond the first floor. This was my view at the end of the first level:

This led to some tiles being too far or too close to walls and generally feeling a little odd.
I also ended up getting attacked by enemies through walls in the tutorial, and simply had to just run away. And while I appreciate there being a dedicated tutorial, I wasn't able to find a definite end to the level and instead ended up on the outside of the world.
The lack of a pause menu to exit out of a the level or game also meant I had to Alt+F4 to close out the game and reopen it.
While I really appreciate the amount of items we get to try, I do wish there was a way to drop items and replace them with the higher quality items. This didn't affect gameplay much since I was able to kill everything in my way, but I think the ability to drop or swap items from a chest would be a good QoL feature further down the line or in a later game.
Regarding the movement, I think the ability to hold down the movement keys would help this game feel more fluid. There are some lengthy hallways and holding rather than repeatedly tapping could cut down tedium a fair bit.
Overall there's some really neat ideas here that could make gameplay genuinely engaging, but the technical and design issues hold it back. And as someone who made a game also kinda held back by technical issues I know how frustrating it can be as the developer.
Good work!
Thanks for playing and the feedback!
Yeah the Y2K computer graphics look has always appealed to me, and tried to take inspiration from some crummier 90's games to give it a bit more charm (and admittedly to be a more achievable quality standard in a week).
I'm glad you liked the movement updates too, my past dungeon crawlers I thought lacked some physicality so I made sure to dedicate more time to it this year.


















