Unique and polished game! Loved it.
GrGuru
Creator of
Recent community posts
Hey deadbeat! Thank you for your feedback! Well yeah, humans hunts whales even in space. So, Cyborg whales was the next step for them in order to survive... We wanted to check out RayLib. Simple as that. Learn a new lib/framework. Ray did an amazing job.... We will actually continue improving the engine and making it open-source too!
Thank you Evgen09 for the feedback! Me & buddy wanted to check out Raylib as a graphics lib. I also wanted to get into C++ again, because I've been doing Unity & C# for the last 4 years. So, yead! A Jam is the best way to test out your skills & learn your technologies. It came with a cost of not doing anything in Friday, Saturday and Sunday :D
Hey RaisinRio! Thank you very much for your feedback! You hit gold! The game is heavily inspired from Vampire Survivors! The balancing wasn't so balanced at the end to be honest with you :D. We implemented a drop-items mechanic (like the food & coins in Vamp. Survs.) but due to time limitations (as we also created the engine from scratch) we did not add it to our game.
Hey XRayHunter. Thanks for the feedback :D. We were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline). Yes, the world is some-what boring indeed! Although we had created the assets, we did not have the time to create an Z Order Buffering for the tiles. A small reminder, the whole engine & gameplay were made from scratch. We only used Raylib & Emscripten as a third party tool.
Hey Chugget. Thanks for the feedback :D. It was the first time for us to use Raylib! It was cool and really helpful. Ray did an amazing job!!! We created an engine as well with an ECS architecture. We will publish the code in some weeks, you can check it out if you want when we have it opensourec :D. For the shooting, we were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline). For the scene, maybe you were stepping on the gap tile, you are taking dmg over time there.
Hey AnvilBits. Thanks for the feedback :D. We were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline).
Hey Playful Crow! I appreciate your feedback!! Indeed, right now there is nothing as an "End Game". We wanted to add an extra mechanic but we believe polishing was our first priority (lightweight, optimized & bug-free). We are into continuing the development and adding more than 1 extra mechanics that will make your decision "harder" and much more impactful (items & abilities).
Hey Noob_97XD! Thank you for playing the game and for your feedback! We hope you liked it :D This was our main scope--that you need to understand how the decision will actually influence your kingdom :') We did not wanted to give you exactly the points you would receive nor which faction the decision you made would favor. Other than that, we noted your comment! Thank you again!



