I didn't even participate. I'm just playing the games and leaving constructive feedback of ideas you can use going forward in future games.
James Nye
Creator of
Recent community posts
Angelfire, now there’s a name I haven’t heard in many years, right up there with Tripod and Geocities! Heck, I still use the provider I have as it was one of the last to allow cgi scripts!
I bring up the AI look as, if this is your visual style, you’re going to be fighting a very uphill battle with game dev. I’ve found that people avoid anything that even gives them a hint of having an LLM’s help in it. As you can see on my page, I have a few games posted that were created with AI, and they have been shunned to oblivion, no matter how much fun they are to play. The game dev community is very vocal about it, and the general public just avoids it. It sucks too as I love that old school neon look of games like they’re from the 80s, but it’s a look that AI has basically called its own these days.
Godot is great and should be fairly easy for you to pick up if you haven’t started it yet. Probably the fastest language I’ve ever learned, since Pascal.
Yeah Zelda was one of my better performing videos. https://youtube.com/@nyedigitalgames?si=gsdZ8omy5YQbVhq-
Not sure if it was intended, but the rats didn't feel very threatening, nor did the timer. I was expecting more levels with how fast I got through the map. This is my personal take, if you are going to do tick based movement, then have the rats move when the player moves. Makes it harder to anticipate what they are going to do next.
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.




















