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Frib

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A member registered Jun 06, 2016 · View creator page →

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Thank you! Torches can be put in your off-hand slot, so you don't have to hold them. Melee weapons can be put in your weapon slot and they only work if they are in there. Ranged weapons, staffs and magic scrolls are basically point-and-click so you don't equip them like the other things. So I'm not sure which part might have confused you, but it could also be just another bug that prevented you from equipping stuff :') you definitely should be able to equip a torch and a melee weapon so you don't have to "hold" them with the mouse.

Combat works by bumping, then it takes all the dice of you and your equipped weapons/gear and other buffs, and rolls it against the dice of your opponent. If you hover your mouse over one of the entries in the bottom right, you'll see more detailed dice results. Basically you need to have at least 1 successful hit to deal damage, and damage is based on your damage dice plus total successful hits vs their block dice and armor. The icons in the bottom right were meant to represent the attacker and its weapon vs the defender and the combat result (boot for dodge, shield for block, metal-like texture for armor, blood for damage, skull for death, with the number representing how much successful dice you lacked in order to succeed for that roll)

Thanks for playing and the feedback! :D

Thank you! Glad you liked it! And yeah that sword is arguably the best weapon in the game right now :D

Thank you! I plan to release a fixed version after the ratings are over, that should hopefully resolve all the game breaking problems :D

Thank you! Yeah, falling down was the intended start of the game. I wanted something cinematic and give you a reason to go back up, and also to visualize how long the game would be.

Yeah, the gamebreaking bugs are quite annoying and they snuck in during the last few hours of the jam. I'll get them fixed post-jam. It's mostly related to some on-hit effects, I think. Some enemies cause them to you, like the beholder and I think the snake lady as well. And I've also seen one instance where equipping some regular gloves freezes the character, and I have no idea why that happens :')

So I'm very sorry about the freeze bug! But I hope you still had a good time playing it :D

Thank you! I'm glad that at least one of you had a good time :D 

You didn't miss a backpack, I just threw way too many items at you :D and I agree that the combat could've been presented better, it's currently too numbercrunchy for fast-paced combat decisions. I originally planned it to be turnbased combat, but eventually decided to go with realtime to make the game feel more tense and stealthy. This turns the combat loop into a "I hope I have more dice while I keep bumping for 3 seconds" loop rather than the tactical choicemaking loop I had envisioned.

I don't think you missed much by not using other characters; most just get some free stuff that you'd find anyway, but some have an on-hit effect (like the cat, who is OP). And there's Old Fart, who just shouldn't be played if you value your time and/or sanity.

Thank you for playing and for the nice video! It was fun seeing you explore the game and its mechanics. You gave me some new insights and I definitely should've added a tutorial section about ranged/magic attacks. I'll also look into increasing the overall speed a little, but yes, Old Fart was intended to be annoyingly slow :D but at the same time I think the weapon/staff attacks should have been faster so there's probably another bug with speed buffs hidden in my spaghetti.

The dragon boss was basically the final boss and you've practically reached the (buggy) end. Congrats!

Thank you! Yeah unfortunately the beholder enemy has a gamebreaking bug :( you were near the end though, you made it about 80-90% through I think.

Out of curiosity, do you happen to remember which character you chose? The speed varies by character and you're not the first that said it could be faster so I'm wondering if I should've increased the base speed of the slower ones a little or if everything should be twice as fast :D

Yes, that's exactly why combat worked the way it did. The beholder couldn't see you until you hit it, but once you hit it, it starts moving eratically. And because it's such a fast bugger, it was hard to catch up with him. When you equipped the torch while you were locked in place, it could see you and immediately started attacking you.

I forgot to deactivate the bridge trap :') you'd have to go all the way up again, but there are a few shortcuts (like the ladder near the shop) that can skip some sections. It would still be frustrating, but it shouldn't take long to get back up without enemies etc

Watching you play with the cat character made me realize how OP it is combined with stealth :D you hit them from stealth and they immediately get confused and fall off of ledges or run into walls, while barely able to hit you.

You brought up valid points regarding the combat results visualization, it's indeed way too chaotic to use, especially in realtime combat. At first I was unsure whether I should've made things turnbased or realtime, but when I added the stealth mechanics, realtime just felt like the better choice. But it gives you no time to reflect on what's happening during combat.

I also added way too many items. I wanted scarcity to be a thing, but since I only had time to make this one level I just threw everything at you so you could have fun and experiment. But the limited inventory space does make this a little frustrating.

It was fun seeing your approach to the game and how you used certain items. Was so happy to see you use the levitation ring to skip a small section :D

I'm glad you liked the game despite the crashes. It hurts to watch when it freezes :') but yeah you were nearly at the end. I think you had to climb one more tower and then you'd reach the chasm, with the big boss in the final room and a lever that would unlock the front gate. Then you'd have to cross the starter bridge again without falling off (so with the ring, or with super speed to outrun the projectile) and you'd have beaten the game.

Thanks for playing and for the video!

Haven't had the chance to play it coop yet, but I did enjoy the single player experience :D It has a pretty solid gameplay loop and I like the hat stacking mechanic, both visually and mechanically. I'm not sure how long I would keep playing it coop as it does feel a bit grindy without purpose, but that's just my taste. Overall very polished and great entry, good job :D

I like the autocombat system! It does get slightly disorientating when it pulls your direction towards an enemy, but the combat itself works quite well. Having to limp back to the starter portal with two barely surviving party members was pretty nice, because I got lost quite often and sometimes almost stumbled upon more enemies

I think I've beaten the game as I got a popup saying that I succeeded, but then I warped twice through a portal and got into some sort of limbo world where there was nothing except for a nonfunctional portal and a hole in the wall. So I don't think I missed anything.

Overall it was an enjoyable experience :D good job!

Yeah it's very short. But it's feature complete! :D even got the compass and projectiles, which I think is pretty nice

It's a shame about the crashes and I feel your pain :( I can't get very far without the game crashing on me, but I liked what I saw so far :D Crafting is a nice feature and I like that the enemies have different behaviours. But I couldn't get through the first world without random crashes. I think they happen when arrows hit you? Not quite sure if that's related. I also like the starter tutorial area, I think it was very helpful to get to know the systems, and I liked the map design with some things peeking above the treeline. I wish I could seen more of the game!

Navigating the cube was very interesting and I managed to make it to the end after nearly losing half of the alphabet :D even with the trail you leave I found navigating the maze quite difficult but still enjoyable. I think the wallwalking and the puzzles were excellent. Getting on the floating middle was the most difficult puzzle for me to figure out, it took me a while to learn that the floor tiles that trigger a moving block were slightly different from the others.

I liked the word puzzles, which got progressively harder as you lost more letters. And I really like how you did the rolling credits because of that :D it was a very nice touch.

Very cool concept, great job!

I agree that the S key is very deadly :D definitely an action that I wasn't used to lol. I think the combat mechanic is very neat, and it opens up some interesting choices regarding upgrading 1 item of balancing upgrades across all 3. The game does seem to ramp up in difficulty rather quickly, where if you're unlucky you can get hit for a lot of damage before being able to strike back. I didn't manage to make it to the end but I did enjoy the attempts I made :D good job!

Very cool game :D I liked the story and the twist, plus some pretty cool upgrade mechanics. I think the controls could be improved a little, as there seems to be a forced delay after a turn before you can move again. I liked the variety of assets but I do feel like the scaling and the camera perspective made things a little weird sometimes. I think the enemy encounters could've used a little more depth but overall it was very enjoyable to play through and the story was quite nice :D good job!

This game has a lot to offer! It's a shame that there's a memory leak but I am still having a blast playing this :D Haven't made it that far in because I'm way too greedy, but that's part of the fun :D

I think the combat system works well, and I love the overworld allowing you to pick and choose what to do while having to keep an eye on the moon clock (and the system RAM clock :D sorry)

Great job overall! Will probably revisit once I've played all other games

I love the juicyness of the combat, great use of effects and camera movement! I'm unsure how to equip the bow, but billhooking everyone got the job done until running out of stamina :D

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I escaped! But it did feel like I missed some things and I still don't know what it all is about. I chose to spare/help everything that talked to me but I don't think I got anything out of choosing that.

Overall, very impressive entry! Love the different areas and the level design, they look great visually and were interesting to explore. Excellent use of the assets :D

edit: oh and I forgot to say, I played the web version but the dimensions of the iframe container weren't big enough so I had to edit that with browser inspect, so you may want to adjust that in the page settings

It's impressive that you managed to wrangle claude into writing 60kloc that, for the most part, works :D I noticed a few other bugs/exploits in the combat system allowing you to do infinite attacks per turn, or sometimes the game just giving you infinite turns which was especially funny when the mage punches 4 enemies to death :D

There's lots of menus to go through and this slows down the gameplay quite a bit, and I don't know what the goal is as I kept wandering in a single direction as much as possible but I never encountered anything else, except for more endless corridors and random battles of course. The combat and progression systems feel quite complex! Even though it's not completely working as intended, I enjoyed the handful of battles I had and exploring the passives of most subclasses.

During the jam I was very intrigued by your plan and I must say the end result is somewhat what I expected, but at the same time so much more. It's very impressive and I applaud you for making it happen :D great job!

I got destroyed by the first moving mushroom, but on my second attempt I managed to get to and beat the final boss :D I enjoyed my playthrough! Finding secret rooms for more strength was a fun way to prepare for the big boss. Good job overall!

Thanks for giving it a try! Some characters are faster or slower than others, maybe you chose a slow one :D "Ghost" is the fastest one, but "Johnny" and "Barry" are also slightly quicker.

You can pick up and equip the torch at the bottom of the pit. The idea was that you have to light your own way, but that makes you less stealthy. Ambient lighting should gradually improve a little as you get higher.

Pretty neat game :D it gets pretty tense with the timer once the game progresses. It feels pretty polished and complete. I also like how you managed to find many traits for those assets, very creative and it works quite well. Good job! :D

Small bug: The web version seems to have an audio clipping problem at the end of a round, that briefly drowns out the music. Not sure if the browser matters, but I'm using firefox

Pretty funny take :D I must admit that after a few rounds I just clickspammed my way to new updates and occasionally grabbing new runes while selling older ones. The amount of mechanics is quite impressive :D but I had no idea what was going on near the end of all the updates lol

I think the deck management UI could use some more love, if you want to take this further. Things like being able to sort or filter runes, and making it easier to bulk sell as you need to move the mouse quite far repeatedly just to view and/or sell them. Also, more hovers instead of clicks would also be nice, I think.

Good stuff :D

I arbitrarily decided which resources would be sellable for money and which wouldn't be. I wanted the early game stuff to be unsellable to force you into tiering up production, but after playtesting it a bit I realized it was too difficult to explore the game without softlocking. So wood was one of the lucky chosen ones that gave money.

It would be fine if there was some sort of in-game encyclopedia showing you this stuff and all the recipes etc :') but I didn't get to that at all. So as a compromise I put a quickstart guide in the description to at least prevent softlocking and giving a solid foundation to continue with some income. But I agree that it's not ideal haha

Thanks for playing!

Scroll wheel zooming was one of the many simple 2-minute-tasks on my todo list :') thanks for playing!

Interesting concept! I feel like the hangman letter reveals should be somewhat related to the letters you're typing, right now it doesn't feel earned when you're waiting for clues because you don't know the word that fits.

The UI is a bit janky, normally I run games fullscreen but I had to go back to how it's on the page because it's made for a fixed resolution.

Pretty cool take on the theme and it's enjoyable to play through, good job!

Controlled narcolepsy is my superpower

Fun game! It's silly but it works very well, I love the vibe of this game and the voice acting was great. I think the camera could be a little more flexible, as it was clipping through things. Double punching is OP and coffee was a very nice power boost.

Good stuff!

Ok that was fun! Took way too long to find the key but I peed in the dark so it's all good

I loved the intro, it really set the mood and was a great way to introduce the "story", very immersive and really cool. I think the head camera could use a little tweaking. I think it might induce motion sickness in some people because it sways while walking, it's not something that bothers me but it's something to keep in mind.

One of my few nitpicks is that the flashlight beam is a bit janky when getting close to things, combined with some surfaces being at eye-level, making it hard to see if there's something on top. When standing at a few meters away from it it's fine, but then you get close and it's dark again.

Overall though, very cool game and I loved my playthrough :D

Surprisingly addictive lol. My highest score is 25, but 22-ish without glitches. One thing I found very annoying is that if the ball hugs the wall, you can't hit it :') so frustrating to lose a run to that lol. You just see it go at an arc and you know you're screwed, then it's just waiting for the inevitable :D

Good stuff!

Neat game! Pretty short, but it's a nice vertical slice imo. I did find it a bit hard to judge where the ship is at in 3D space, and where you're actually aiming at. Could be a side effect of the retro pixel look. I didn't seem to crash into anything but I found it quite difficult to feel where I was.

Also chiming in on the Ctrl+W trap for web games, I didn't fall for it this time :D

Anyway, good job!

Thank you! And I agree, the UI currently shows the absolute minimum information necessary so it needs a little more love :D

I like how you have so many different mechanics for your puzzles! Also, I think switching from a large world to bite-sized puzzles works quite well and was a good choice. My only complaint is that the mouse controls feel a bit sticky and it's hard to control the piece exactly like I want it to. In most of the puzzles a small mistake lik this means a complete reset. But I'm not sure how to improve it with the current mouse only limitation.

Very solid game overall, and the puzzles are nice!

Amazing atmosphere! It's fun to see the progression of this game over the rounds, but I'm not sure where it's going. I can't put my finger on exactly why, but the gameplay feels a bit disjointed? I like the realtime aspect of it, but the essence and sacrifice mechanic don't really do it for me. It currently seems like the best tactic is to spam as much as possible onto your first hero with all the starting essence you have, and keep drawing and playing cards while you can. And then just wait for the game to play out with you winning because the 30 second 0 damage enemy can't touch your triple hitter with 5s cooldown.

But still, awesome game, good stuff :D

Pretty interesting strategy game! I wish the game was explained a bit better, I had to dive into the description to figure out what each color meant on each card. Once I understood how that worked, it was pretty fun to play against the AI for a couple of games. I'm curious to see how the scrapped content would've worked :D

I think the visual clarity could've been improved a little. It would be nice to see at a glance which cards can be conquered, and how strong the claim is on each tile. Stuff like that would make it easier to identify the current situation on the board. On the other hand, not showing that information makes it more challenging for players, as it becomes more skill-based this way.

Also, there's a bug that if you rightclick on a card, the game freezes for a few seconds and then completely breaks :D

Pretty fun! I got pretty far on my own but didn't think of using the plant with my laser gun, nor did I think of chucking a calculator at the wand. I ate the plant because I thought maybe it would make me grow so I could reach the wand, and then I died :D

Overall a very solid game! When I went through the tutorial and saw all the themes I thought it may be a bit overwhelming, there's so much stuff! But once the game starts it was pretty easy to see what's what. I like that the score carries on every week for the whole month. Normally with escalating score games the progress is practically reset, but here it's not and the items are still generating points, which makes it a lot more interesting. I also like that most of the sticker choices could also be useful for other themes or combos, and you don't need a minmaxed perfect week. But at the same time, the game felt a bit on the easy side, which totally fits the vibe so that's not a bad thing. I played through 3 months and the bonus/malus system is a nice touch.

The only thing I'm not sure about rating is the object inclusion. You could argue that stickers of objects aren't the objects themselves. But I'm not sure if that warrants a lower rating. I'll revisit it once I'm done rating all the other games.

Anyway, good stuff :D

Fun game! Gunplay feels pretty good. I did notice a few bugs (zombie mostly out of view on the right, game randomly exiting fullscreen at the start of level 3) but nothing major. I did have to restart when the 4 ogres attacked me in level 3 because I think one of the dying ogres blocked my bullets, but on my second playthrough it was fine. I would've liked to see subtitles on the dialogue sections, some of the voice over was a bit hard to understand due to all the modulation and effects. Also why can't I reload while running? :D Also, I like how you incorporated all the items, most felt pretty cohesive and fitting due to the different flavor of each level. 

Good stuff! :D

The sheer amount of references to other entries is insane, great job :D

It took me a while until I discovered that there was a setting to zoom out. At first I thought something botched the resolution or viewport because so many things were off screen (including some tooltips), but it seems this was somewhat intentional. I would've loved to zoom out a little more, and perhaps binding it to the scrollwheel would make this more useful as well.

As for the game itself, it's pretty fun! There's lots of things to choose from. I reached round 7 a few times but my best run was reaching round 8. There's a nice balance in finding ways to get rich, get points, and get more guns. But it feels like some runs are just doomed to fail if you can't get the scaling you need early on. But that's always a risk with these infinitely scaling games.

Anyway, great stuff! :D

I wish there was a little more complexity for determining what you're dealing with, but still it's a very nice implementation of this genre :D good stuff!