Thanks for the feedback. Hoping to have a patched version up within the next week!
James Nye
Creator of
Recent community posts
Thanks for the feedback! I didn't even think of the roll allowing the rogue to dodge through traps better, that's a great idea. Right now it just adds extra movement squares for 3 turns, I only used the roll animation as when I added it I didn't have any UI to convey that the action had been taken.
Thanks for the feedback on readability. I knew this test was going to be poor for that, but it is also telling me what people do find intuitive and what they are missing information for. Probably should have showed what the Die faces were in the description instead of just naming them.
Yeah the Wizard wandering off is usually due to a previous dungeon run action getting stored and when you re-enter it keeps executing. I need to get that one fixed as soon as I’m back.
As for Disarm Traps, the idea is that you can move next to them and there will be an action to roll to disarm them. I didn’t get it implemented in time for this play test.
Quit button was disabled as its a web build. I missed adding in the ability tool tips that would have explained that things like Shurikens was an aoe around the rogue, limited to within 1 square.
Great ideas, I could easily add that negative feedback to the combat log.
As for quickly getting back to town, right now it just takes 1 character to get on either the entrance or exit squares. What would you propose to make that trip easier? Town portal like in Diablo?
Like the idea, but the execution was a little lacking. I felt like the UFO sucking up all the other stuff should have had an effect, like maybe fill a meter when its full they get "stunned" for a few seconds while they dump out the trash. Or even that is why the items are randomly spawning on the ground, is that its from them tossing back out the garbage they are collecting.
Yeah I focused on the WERE aspect of the theme for humor. I wanted to have a little more typical RPG gameplay, but had to scope it down to hit that 3 hour mark. May go back afterwards and polish it up some more, but its not going to be anything more then it is right now in the grand scheme of things.
Use your font in my Game Jam game. :-) https://folkor.itch.io/a-chosen-hero
Very cool. Incremental space shooter. I liked it. Although understanding that the goal was to clear all the asteroids to not lose resources wasn't clear until the first time I was able to clear the board. Until then, I felt like the lose resources was just a jerk move. As games like Orb Shooter the level ends when you die and you get everything you've collected so far. So I was assuming that.
This game, not at all. The Assets I bought and had a prototype kicking around for a while but it's in isometric, and I got frustrated trying to work in that style. I honestly think after my Castlevania and Dungeon Fodder games are done, I'm going to switch to a tycoon game and something in 3D to move into that world of game dev. If I ever get to the point of making a NyeDigitalGames archive collection, then maybe I will, but highly unlikely.
Yeah, the original idea was that there was a computer player that was also running around capturing squares and you had to fight them and the enemies off, but there was no way I was going to get the logic in place for that to happen. Most of the upgrades were yanked from my Vampire Survivors clone, so they don't really help in such a short game. You only need 1 DMG upgrade and after that just rate of fire and multitarget. Everything else is a waste, but I was just racing towards the finish line. And yeah the gun REALLY shows how useless it is if you get mobbed and can't get away. But again Jam game and nothing more.



















