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Hempuli

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A member registered Feb 08, 2015 · View creator page →

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Thanks for the thoughtful feedback! I've updated the the game to try to address the point about not being able to tell the cause of one's death.

The basic idea is:
- Your goal is to find upstairs to get to the next level. Each time you move (using one of the control schemes shown in the intro screen), the enemies of a particular colour take their turns as well (the colour who takes their turn next is shown next to your HP in the top-right). Some enemies are of a special type that moves every turn. Move into an enemy to defeat them; enemies damage you the same way. You can hover over enemies to see where they can move on their next turn.
- You can pick up up to 7 items by moving over them. The two item types are magic wands and keys. Use the items by pressing their corresponding number keys, moving the targeting reticle and then pressing either Enter or the numpad 5. Keys can only open doors, and wands have different effects based on the type (most wands start out unidentified and you need to first identify them to know what their effect is).

Thanks a lot! Hmm, I feel like the "random selection of moves" enemies could be stronger to make the final floors more of a threat; that might be good for the game's difficulty curve. Sorry about the crashes, though.

(1 edit)

Yeah, I didn't have time to playtest the later levels during development and over the past couple days have tinkered with the difficulty, especially to reduce cases where it feels like the player can't respond to what the game sends their way. The moves-every-turn King floor was a notable example - it still exists but I've adjusted the enemy layout to make it less likely to produce impossible scenarios.

That was an unintended effect and I removed it; it was kind of funny but seemed potentially a bit too powerful? But I might put it back in if it wasn't game-breaking

There's now one! Using yuhjklnm!

Added this!

I added in the vi control system supported by e.g. Dungeon Crawl: Stone Soup.

It was very funny that this could happen but I've removed it from the later versions since it could happen out of the player's control.

Added this! It can be activated with F1.

Hmm, the way to open the doors should be to press a number key corresponding to the slot a key is in, then moving the reticle over the door and pressing Enter or Numpad 5. Sounds like this is what you did, but if it's not too much trouble, could you try doing this one more time to confirm that something is broken?

Nope; the 3D code in Baba is quite complicated whereas in this one I only needed a 3x3 grid of things seen from one direction at a time.

I just verified that the level works as intended!

Thank you very much!

Nah; it was inspired by a prototype made by a dev colleague (but I did find out about Art of Reflection when checking if someone had had the same idea)

Clickteam Fusion 2.5 with their HTML5 exporter. The exporting tool is fairly limited so the codebases need to do certain things in a more convoluted way, but it works well enough (apart from some bugs being way more annoying to fix)

Ah, bummer; I tested a couple things but clearly missed something still.

To the best of my knowledge the game should be legitimately completeable at this point!

Should be fixed now! Thank you

Thanks! Fixed that as well

Thanks! Fixed this

Control + E but on some browsers that glitches out, sadly

Control + Q skips levels in most of these (I should make it explicit, it's there to make up for the lack of saving). And there's no need to be so hostile, asga

That could be nice, good point

The letters of the name in the title screen are all individual animated objects and their sprites are baked into the game, so unfortunately editing them isn't possible without modding

I guess that can be viewed as a vote of confidence from the bots, haha

Yup, been having this issue a bunch lately; lots of "Updated version here: >suspicious link>"

If I understood the scenario correctly, you can't push the duo of blocks upwards because one of them (the one with an extra inner outline) doesn't accept multipushing. You can see the same in level 3 if you try to push the two blocks in the center of the level to the right together vs. pushing them to the left. (You can press control + Q in almost all of the covemountlikes to skip levels if you want to quickly get back to where you were)

Whoops

For some reason this specific entry seems to invite a lot of bots trying to get people to open suspicious links; I'll disable comments if it keeps being a problem but for now just don't click any links in the comment section!

I had that for making the levels but didn't consider it for the levels themselves.

Ooh, that's a good anagram! Great work

I'm trying to make it required to get the pushable box onto the X, haha

Congrats & thanks!

Haha, funky

This should be fixed now! Thank you for the report.

Ah shoot, thanks! Shouldn't cause too many issues, luckily.

Really sweet! I wish the game was a bit more difficult, but the idea is great and the game plays very nicely.

I'd love to have a downloadable version!

This game is mouse-driven; try clicking on the nodes on the screen. Admittedly it's not really conveyed without trial-and-error.