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FodderLabs

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A member registered Aug 02, 2019 · View creator page →

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Nice to see a fellow Construct 3 dev submit a game! :D

Really digging the art direction and colors!

Played a bit while watching some YT videos on the side - this is a cozy/ chill game - not sure if there is a goal/ ending to the game but it was fun just catching fish and selling them to the shop - gradually getting better bait and fishing for higher quality fish.

I saw a few NPC's with a heart meter - I guess we can improve the relationships "Persona" style? Still figuring out how to progress this but I might just need to play a bit more.

I saw a few dialogue boxes appearing from a previous/ other character instead of the current character I am speaking with - maybe their interaction collision boxes might be a bit generous? XD

The vibes are definitely passing the check.

Great work on the game!

Finally got around to playing this game and it was a lot of fun!

Has a lot of Zelda vibes and I loved a lot of the little touches to the game (Dithered Lantern effect for the character; Old Gold to New/ Young Gold for certain items; different palettes swaps for each level; rogue-like updates as you go along)

And being able to add some other modes on top of the adventure mode? The programmer was firing off on all cylinders!

Great work on this game! :D

Thanks for playing!

Oh, this is the first time I'm hearing about the auto-fight issue - let me check the logic and see what is going on.

Funny enough, there should be music and SFX playing - not sure what happened - another piece of logic I gotta check out. ^_^"

Yeah, there are still a few placeholder sprites I didn't have time to finish but I'll fix it up (and I'm in the middle of updating the layouts)

The next update should help make this game a bit better. ;D

Thanks for playing!

Yes, I am definitely updating the map + layouts for the game. XD

A fellow game dev with the GB being a playable character, eh?

Great minds think alike! :D

Really digging the player character's design! And you even gave it a back sprite - a nice little attention to detail!

It would be cool to see this eventually finished - with some twists and additional mechanics + obstacles as the player progresses.

Keep up the good work! :D

Very nice - I like the twist on the rock-paper-scissors mechanic and mixing it with a turn-based RPG system!

And since this is not a traditional RPG with levels + leveling up - fighting the cyclops is tough! But I wanna swing back around and see if I can beat him next time around.

Great work on this game! :D

Thanks for playing!

Glad you liked the idea!

There was still so much I wanted to add - now that the jam is over - I can update at a much more comfortable pace. :3

Thanks for playing!

Glad you liked the characters - art is my favorite aspect of game design/ development.

I'll improve the controls - I was noticing some issues with the gamepad and some of the alternative controls.

Yeah, I was kinda rushing when putting it all together at the end. ^_^"

Next time I'm only going to do 1 level. XD

It's a bit of a mess but I'll clean it up in the next build/ update.

Thanks again! :D

This is amazing!

I am getting "Valbrace" vibes from this game - great work on the game feel for the enemy encounters.

And I am digging the graphics - lots of neat enemy designs!

And the money/ gold you pick up being your health is a nice touch - an interesting use of risk/ reward!

Good job! :D

A lovely little game with so much polish and new ideas in each level!

It's amazing to see how much was put together for this game jam - very inspiring work! :D

Awesome job on this!

My favorite game from GBJAM14!

I am a huge fan of these incremental/ idle RPG games - this was a fun, quick adventure to play! :D

The characters + enemy designs have charm and the progression was smooth - gameplay was seamlessly paced.

I would love to see and play more content from this game - and if you ever decide to post this on Steam - I'd throw some old gold your way. :D

Anyways, great work on this - I loved playing this game!

This was great!

I was getting "SteamWorld Dig" meets "Rogue Legacy" vibes from this game.

Not sure how far I got - I got deep enough where the color palette changed - maybe there are a few more levels/ sections to go? I'll give it another go after finishing playing a few other jam games. :D

I also noticed quite a bit of slowdown the longer I played - hopefully it's a quick/ easy fix. :)

It would be cool to have future generations have unique pros/ cons and maybe some tiles that indicate higher quality items/ gold but surrounded by stronger dirt/rock tiles.

Anyways, great work on this - you did an awesome job! :D

Thanks for playing! :D

Glad you liked the idea - I definitely bit off than I can chew - but exactly, I got the bones for an RPG game that I can continue to develop! >:D

And neat, I am a big fan of the 80's and 90's RPG's (Dragon Warrior IV is my favorite of the NES RPG games) - so hopefully I can further develop and refine it to something of that level. :D

Really digging the gameplay!

I was not expecting the dragon encounter - it totally caught me off guard - I got crushed! XD

Definitely coming back and trying to get deeper!

Is it possible to stack nuggets on top of each other? (I think I was adding 2 nuggets and they were showing as shadows? Maybe I just wasn't placing them down. :P)

Great work on the game! :D

Awesome work on this game!

The versatile use of the 4-color palette is amazing - the artist knows their stuff! :D

A fun, little game with a cast of charming characters and a few brain teasers - I would love to see a more developed version of this game! :D (With various fourth wall breaks at the end wouldn't be such a bad thing. :P )

I did notice that the full-screen option wasn't expanding the screen when clicked on - it still remained in it's original size. Also, I saw the tree layers shifting around when bumping into the trees/ borders - it was kind of fun messing with it lol

Great work on this - the team hit it out of the park with this one.

Yeah, it was just bad/ sloppy level design on my end. ^_^" I rushed all of the stages before the end of the jam.

Working on sprucing up the levels and adding some reset zones if the player somehow makes it out of bounds.

Thanks for the feedback and playing! :D

Ah, yes I was seeing the green arrow - I just checked again and it looks like I missed the save point right next to the codex XD - let me see if I can get further in my next session!

I have a Logitech Gamepad F310 (it's about 10 years old - I think it's overdue for an upgrade lol) - hope that helps!

And nice - I've been playing around with Raylib for a couple other projects I have in mind - I am liking some of the progress made so far! :D

Digging the mechanics! I like that you can teleport to an enemy (it was pretty OP!) and the pixel art is crisp!

I wasn't too sure how to get past that metal door - I might have to explore more of the map. (And there was another door in the upper lefthand side of the initial map - wasn't sure how to open that one either hehe ^_^")

I was also having trouble with the gamepad controls - seemed to lock in and only allow keyboard controls (but my gamepad has been a bit buggy lately so it might just be on my end)

This is pretty good game - great work! :D

First off, this is awesome! The fact you made this in 3D is great and not something you see often for a Metroidvania jam.

All the robot mechanics were simple yet served a purpose - there was also a mechanic I didn't realize until jumping from the spawned bot that "Legs" spawns for his special ability. (Jumping a further distance from the spawned bot - kind of like a springboard) This helped with a few of the platforming sections.

And on top of that - the puzzles were creative! (I didn't quite get the on with the 4 squares but I was able to complete the game - so it might have been a work in progress :D)

The bots all assembling into 1 was a neat effect - I did not expect it! (And it made sense for one of the puzzles lol)

I think with a bit more polish and content (improve the controls, more puzzles, character interactions) - you have a pretty fun game in your hands!

Good job! :D

Yeah, I was rushing the level design on the last day - didn't properly test it all. ^_^"

Already made a few bug fixes + updates to the current build - so once I get a bit further along - I'll post an update! (Still working on the floating NPCs - seems like some of my platforming logic is moving them up higher)

All good - I appreciate the honest review/ feedback. :3

Thanks for playing!

Slowly but surely working on the bugs! (Making good progress with the mechanics, cleaning up the layouts and removed the holes/  death pits from the HUB world)

Also working on new assets/ designs for the enemies and remaining bosses.

Glad you like the NES vibe! :D

Thanks for playing!

Yeah, I think I was a bit too focused on making a bunch of different mechanics - I kinda rushed the actual level design + gameplay. (I'll be making updates to this soon.)

As for also being in the NES Jam 2026 - I was inspired by their theme "Horrible Night To Have A Curse" - so I decided to give this Metroidvania game an NES-vibe so it can fit with the NES jam's guidelines. (I am thinking of adding a more authentic NES filter as an option in the future)

I started with the NES Jam and noticed the Metroidvania jam was still on-going so I put this game in both - hoping to get some good feedback from both jams! :D (If I started when Metroidvania started - this game might have been a bit more polished lol)

Thanks for playing! I'll see if I can continue making some more progress these next few days.

Yes! After I finished uploading and checking the next morning - I thought I had updated the text alignment - but I totally missed it. XD

Thankfully, it's an easy fix - I'll make sure to fix this in the next patch after the voting session ends.

Glad you love the art style! More designs and characters to come in the next update. ;)

Thanks for playing! :D

Oh yeah, I've got lots of fixing and updating to do lol

Yes, good catch! I noticed that Tina's jump is basically non-existent when on the stairs - I'll add some logic to be able to properly jump off the stairs. (Also I'll completely re-do the level design to better position/ layout the stairs throughout the stages) I also have to add a few kill zones if the player falls through a pit.

As for the bosses - they are a bit too hard + a few of their moves + attacks are all over the place - so I'm gonna tweak them a bit more. (Also, going to fix their boss room layouts)

More updates to come soon!

Thanks for playing and giving some good feedback! :D

This is awesome!

I am really enjoying my time with the game - and from the overworld map - looks like there is quite a bit of content!

I was getting Legend of Zelda: The Adventure of Link + Dragon Warrior/Quest vibes from the game.

Not sure if there was an issue with my controller - or maybe with the itch site - but I would randomly not be able to confirm/ decline selections (I got stuck in the overworld map after a few trips from the Cave Dungeon - I had the game full-screened and clicked within the game window to make sure I wasn't outside the game session/ scrolling the itch page) I was able to still move around the map selector - I just couldn't confirm/ decline.

I managed to save before this issue occurred so I'll try playing again soon - hopefully it is just a one-off issue. ^_^"

Great work on this game!

Very nice - getting Mother 1 and Dragon Warrior/ Quest vibes from this game! (I am a big fan of RPG games! :D)

I made a beeline to the "Diner" and got stomped by the stronger enemies (was expecting a tutorial fight or something lol) - was pleasantly surprised the game is much harder than expected! :D

Digging the RPG battle system - figuring out the timing and how long each character + attack takes to make is a nice touch to the usual turn-based systems. (Maybe more like a turn-based/ ATB hybrid?)

Not sure if my controller was acting up - I was able to confirm/ cancel actions but unable to move with my d-pad/ left analog stick. (But I'll check again later!)

It was an interesting premise - playing as a bunch of punks/ unsavory characters wrecking havoc through the town. Going to grind up a bit more in order to win the "Diner" battle.

Also, Toad is the best! She came in clutch during a few fights. XD

A cute and fun Metroidvania game!

The cutscenes before the game are a nice touch!

And some very clever puzzles (pushing the block to reach the plushie) and boss scenarios (the background element being a boss is class!)

The music is nice and there are a few sound effects.

No notes - this is a stacked game! (Maybe some more game content in the future? :D)

Excellent work on this - you knocked it out of the park!

Ah okay, yes I need to fix that in the next update.

And yes, good idea! Let me work on one while waiting for the voting period to finish.

Thanks for the feedback! :D

Oh, that might be a bug - does this happen when you first load the game?

Or did you fall off the map? (I forgot to add some logic to reset once you fall a certain distance from the floor tiles. ^_^")

Nice, I really appreciate the thorough feedback!

Glad to hear the weapons, gameplay and visuals are feeling solid so far - I'll continue tweaking/ updating it for the next update so it feels even better!

And happy to hear I nailed the NES vibe - it is a bit of a challenge not adding in so much detail and colors. XD

I'll keep you posted on any further updates.

Thanks for playing! :D

Thanks for playing!

Yeah, it's still a bit rough around the edges but I have plans to continue developing it - so hopefully it is really cool by then. :D

First off, very smart to contain the game on a single screen - allows you to focus on jam packing the game with tons of game mechanics and polish!

Digging the music and characters have a cute charm to them!

I noticed for the "NOWALKING" curse - if you try to aim + shoot diagonally - it only shoots up, right, down or left - no diagonal shooting - but that seems like a simple fix. :)

And I thought I was stuck at first but tapping the "Space" key brought up a hint that I can dash - and I noticed there were hints for all of the curses - so this was very helpful!

I would love to see boss battle in an updated version! (Maybe a boss that randomizes curses or a boss that uses a variation of the current curse you have to attack you with)

Great work on this game! :D

Wow, this is super polished and has a ton of content!

I love that is is inspired by Zelda II: The Adventure of Link!

And the boss battle perspective reminded me of MMBN and Everhood's battle system - a very welcome twist in gameplay!

Amazing work on this game! :D

Very ambitious to work on a 3D game for a jam - I admire the effort! :D

Digging the Castlevania 64 graphics + vibe!

Always a fan of Plague Doctor characters - nice to see more of them in a game. :)

And the game flow was good - got a few powers, fought a few enemies (got annihilated by that one gray enemy summoning a floor full of black clouds), teased a few items to pick up later - lots of polish and content in such a short amount of time - great work on this game!

Really digging the art style and soothing music! Feels like something from a children's book - despite the darker material. :P

And this game is hard! I was otterly defeated by those wasps - they are aggressive!

Not sure if I missed it, but for healing and the pebbles/ rocks that you pick up - I wasn't sure where to check how much I had to upgrade the sword.

Looking forward to seeing more content in the future!

Great work on making this jam game!

Great work on submitting a game to the game jam!

This slime character has the highest jump I've ever seen in a game! (It would be cool to see a squash and stretch effect when the slime jump and lands - maybe even a splat object spawn when hitting the floor or a solid object - would add even more juice to your game!) Also, a variable jump can help with some of the navigating - so small hops to get through the level - while having a charge jump for higher areas!

When jumping, I got stuck in a few tiles/ solid objects - which brings to mind a cool mechanic! Maybe the slime character can slip through cracks/ very small spaces to squeeze through areas you typically can't navigate through.

Definitely lots of potential and I can imagine a more fleshed out version of this game in the future! Looking forward to seeing an updated version! :D

I'm happy someone got the joke ;D (Unfortunately, I still haven't been able to play Mina the Hollower - but I will very soon!)

Yes, I am planning on finishing Curse Raider - there are still a bunch of assets + mechanics I haven't finished adding/ updating that I plan on adding. But more importantly, I gotta fix the level layout logic - tried a new way than my usual manual level editing - that ended up not working out as expected. XD (And tweak the enemy spawning + boss attack pattern logics as well)

Yeah, I was contemplating not uploading it - since I was getting frustrated with the level layout and there was still so much that needs to be polished (especially the stairs - going to totally re-do the logic for it) but getting some feedback on what I have so far would actually be pretty helpful!

For sure - I'll check out your game. ;D

Thanks for playing!

Yes!

I'll continue working on it daily - I already have a few tweaks/ updates ready to upload once the voting finishes.

I've also been slowly working on updates for all of my other games in my dashboard - more to come soon!

Thanks for playing! :D

Absolutely! I'll be working on updating this daily - doing as much as I can to get it polished!

Thanks for playing! :D

Hey, thanks for playing!

Glad you like the assets and ideas! :D (I still gotta polish it up a bit more.)

Oh, I totally forgot to add that in the description when updating the description! (Good catch!)

I just updated the description - you can toggle the relics Tina can equip by pressing the "U" keyboard key (you can cycle between a "halo", "shield" or "wings" relics that passively help out the player)

Also, if you press the "1" and "2" debugging buttons, make sure you are in one of the four levels outside of the main HUB world (where you initially spawn) - the debugging only works on the outside levels. ;)