This is SO fun. Easily one of the best of the whole jam. Really well polished, excellent visuals, audio, animations, and it all comes together into a fantastic, cohesive package. Super nice work!
Unhandled_Exceptional
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This was really really impressive! Tight little project that accomplished a lot. Music and ambiance worked perfectly with the visuals and the general vibe of crawling through caves and dungeons in classic games. Combat could have used some depth and especially a sense of impact with animations/sounds, but this is a very cool project. Well done!
It's very refreshing to hear you were able to pick up on the mechanics and jump in right away! We did our best with the information, given the time constraint, but could have done a lot better with a proper tutorial, so I'm glad we did well enough for you to run with it anyway. Thank you! Love your game!
Compelling! I might play it a second time to see if I get a different ending. The little sounds were nice. I wish there was a confirmation screen for skipping because a few times I was hitting "N" for Next instead of "P" for Pack, and as far as I could tell, there was no way to undo accidentally skipping an order.
As a spider enjoyer, I liked this a lot. Strong ambiance and compelling story. I found myself a little unsure if the dice rolls meant much of anything though, as I seemed to accomplish things despite failing every single one of them, except for the very last one, which resulted in me immediately dying after success. Still, with these types of games, the illusion of branching is often necessary to the narrative. Great game regardless!
Super fun and very impressive for the time. Really did well with a tight, well-executed vision. Sound and visuals were great. Highly appreciated the customizable controls and sensitivity. Not much you could improve on this, but if I had to come up with gripes, it can be hard to spot the final remaining enemy if it's stuck in a weird location, and the visual filters made that a bit harder. And I kept getting stuck in the pit but I think that was just a skill issue :D
Long load times, thought it was broken but did eventually get in. Really cool visuals! Enemies just kinda stand there, occasionally throwing punches (which didn't seem to do anything), and not much happened when they were killed. Presentation was solid though, so I'm curious to see where this had gone if you had more time to finish it up.
Really excellent feedback on the shader preloading. We were a little hung up on performance issues in the web version, and I'm not sure if our programmer was able to pin down the reason (or maybe just wasn't able to implement that fix under the time constraints we had). It's valuable to have someone knowledgeable point to that, so thank you very much!
I'm a sucker for this kind of theme, if you couldn't tell by my own team's submission, and I think your artist really nailed it. Hadn't noticed the monsters creeping up at first, and enjoyed that detail a lot! Solid concepts and I like what you did with the theme and variety of activities. If I had to offer some nitpicks, the Maze and overall balance of +% to the enemy versus myself, it felt pretty unfair at times, and something about the controls felt unresponsive at first. Not sure exactly how, but once I adjusted to them, they felt better.
This was so charming, relaxing, and yet addictive. I spent a lot of time playing it. I enjoy the additional "retrospection" take on the theme. Purely a nitpick, but I would've liked some sort of money scalability/upgrades, as I'd often run out of money and it would take a LONG time to build back up.
I like what you're going for here. It reminds me of Into the Breach which is a fantastic game. Unfortunately, I wasn't able to figure out how to move or attack. Maybe you could add some instructions/controls to the description of the game? If you do, let me know, because I'd love to give this game a try.
I'm glad you liked the parts you were able to experience, and appreciate you taking it for a spin. We definitely could have done better when it comes to the tutorial. If you feel like giving it another try, we're finding that the three things people miss are:
- Clicking the populated tiles on the map before selecting the convert or offer actions
- Noting that for offer actions to complete, the followers must move the offering to the top of the map, meaning it takes time and should be done before hunger reaches a near-maximum
- Purging when the corruption meter is high, as corruption buildup makes the game more difficult and causes failure if it caps out.
Either way, thanks for playing!
Thanks for giving it a try! We're in consensus that the directions for how to play are one of the weak points, so this is valuable feedback. If you feel like giving it another try, we're finding that the three things people miss (admittedly including myself during testing) are:
- Clicking the populated tiles on the map before selecting the convert or offer actions
- Noting that for offer actions to complete, the followers must move the offering to the top of the map, meaning it takes time and should be done before hunger reaches a near-maximum
- Purging when the corruption meter is high, as corruption buildup makes the game more difficult and causes failure if it caps out.
In any case, thank you so much for playing!

