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Ilyos Games

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A member registered Jul 21, 2015 · View creator page →

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Got 11 foes. The combat mechanic is interesting but figuring it out was a bit painful. Then it indeed turns into a little puzzle where you have to optimize moves and hope your enemy moves in the way you predict. Super impactful moves and effects, loved that. 

Quite the addictive experience. Good learning curve until you figure out how abilities work, hat/tome stacking. Then it's just a nice loop of I WANT A LITTLE MORE XP. Top quality as always

...I did not see it. I feel very silly now.

This was probably one of the most immersive entries this time around and I had great fun with it. The atmosphere was really good, I liked the graphics effects and the combat was quite interesting with the options given. I just went full into Agi/Mind and some Body to help survive. But speaking of the latter, dying late in the game felt super punishing, since you had to restart from the beginning :(

What a fun combat mechanic! So silly and yet offering some things to think about with the roguelike level up system. Had fun with it, though I never got to finish it. I think the control scheme sabotaged me often and I lost valuable moves strafing instead of turning and viceversa (habits...) and often died because of that.

I really enjoyed the movement and the upgrade/craft system. Combat was straightforward and enjoyable, but I did also have trouble with the arrow crashes. I tried avoiding them as much as possible but sometimes it was just too hard. With a fix, this'll be really really cool.

The second character, the poison lady.

I had a lot of fun with this. I was quite impressed with how much of everything there was: content, loot, variety, biomes, even a shop mechanic that was fun. I liked the verticality aspect of the game, something I haven't mastered with my system quite yet. I didn't mind the dice roll thing since if I wanted to see what happens I could always check the combat logs. I got the idea that more dice with higher faces on them meant better stats so that was enough for me.

I only had one bug, which was unfortunately pretty bad. I don't know if I was at the end or not, but there was the beholder mob after the library and I managed to get killed while using the fireball wand. When I respawned, I couldn't move or attack anymore, so that was sad. But that doesn't count against the enjoyment of the game, I feel like I already had gotten my share of fun and seeing what the entry does.

Only criticism I would have is that I would have liked the movement/animations to be faster.

I thought the combat would get repetitive (because I've seen it implemented in other jam games) and I don't do very well with gravity/orientation changing navigation (in any game). 

But the letter thing was fantastic and kept it all fresh, making me pause and think what the words could be and how they're related. And the trails you leave really help with navigation and not losing your direction. So very well done from a design point of view!

Oh wow, so much content in this game and so fun. 

I was quite lost at first with the escape from the underworld, but after I got out on the second try, I was WHOA! Loved the variety of dungeons, the mystery, the exploration, power scaling, itemization.

As always, an excellent entry from Dave, that just leaves me bewildered.

Ok I had a lot more fun with this than anticipated, even though it took me longer than I want to admit to figure out the trail thing and how your health worked :D

But the combat mechanic and the letter thing was absolutely brilliant. Navigation and exploring was great, but I gave up at the wind section. I think that was too much for my brain, I just couldn't figure out where and how I needed to go to get out of that section. Think I was close to the end though, but that's fine. 

I really, really enjoyed this entry. The only unpleasant bug I encountered was the audio files overlapping each other when you didn't wait for one clip to end and did actions that triggered another one to play.

Took three tries, but I got to the end and rescued Miranda! This was quite well done, mixing exploration (because you really want to gather all the hp/att upgrades) with some timing puzzles as you navigate the mushroom paths and smart potion usage. 

Very well done and a good length for it to be finished in a timely manner!

This was quite impressive and I found myself doing quite a lot of battles. Great deal of content into the combat module that it managed to captivate me. Sadly though, it didn't seem as some (most) of the abilities worked :( Couldn't get my heals or rogue abilities to work. Wasn't a huge deal for the DPS, but it made the healer character useless. 

But I did have great fun though.

One of the games in the jam that encompasses the spirit of jams: try something unusual. While the spell typing was a bit fiddly and I had to remember to use the correct interaction every time, I must say I really enjoyed exploring through this dungeon, finding all sorts of hidden corridors and whatnot. There was something very enjoyable about how it was all crafted, though it really could use some polish to make it better if the intent is to expand it post game jam.

Well done!

I really really loved this one, from the graphics to the gameplay. In combat I didn't really use anything but kiting and the fireball, although I appreciate the variety in spells. Just that it was easier for me to just fireball everyone to death and kite them around so they wouldn't slap me silly. Finished the available content and I had a blast. Oh god and when that one mob started knocking on the door it freaked me out!

This was solid on all points. The graphics were great, the transformation mechanic was interesting, combat was a bit slow but once you start casting and sidestepping it becomes a lot faster :D, exploration was okay. I got confused a lot in the map layout at one point, but eventually found my way again. I agree that it would've helped if the locked doors were color coded to make orientation easier, but for a jam game it was fine and the length of the game didn't weigh against that.

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Very impressive technically and it also played pretty well. The combat was innovative though I never realized if I was approaching it the right way or not. But I think it captured the essence of jams pretty well: challenging yourself to try something unusual, approaching things in an unconventional manner.

A well crafted entry with one of the best atmospheres in the jam. The idea of powering only certain sections was very good and added to the tension. Combat was pretty straightforward and you understand it after a few tries, so that went pretty well. I agree with the rest of the people in that a map would've helped immensely. Perhaps even a sectional map that you download from terminals and that shows you only parts, filling in as you collect more of them.

This was quite amusing and a nice base for a game. What elements you did incorporate worked pretty well, just wishing there was a little more.

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As stated by nearly everyone, I didn't understand the mechanics of the card game, which is a shame, because it looked like there was quite a complex thing happening there. The idea of a tournament where your place went up and down based on the outcome was pretty swell, but it definitely needs a tutorial or some instructions (on the game page would do as well)

Big plusses for the style, the noir setting, the detective voicelines and the idea of having gunplay.

But for me at least, killing enemies was nigh impossible. Very hard to aim (maybe that was by design) and the whole game ran rather choppily. I did manage to see a lot of the game though, by starting over several times and going for different routes, but the actual fighting made it very hard for me unfortunately :(

Got as far as the powercell and then kinda got lost and ran out of oxygen (and almost out of time). I was skeptical at first, but once you mentally map out the first few chambers, the game runs pretty smooth and once you get the tank/mask upgrade, a lot of the pressure is relieved. I was fine without the map, for the most part, but what got me was the very poor lighting towards the end, which made me lose my way at one point and I never recovered.

Still, I really enjoyed the experience. The atmosphere was spot on, movement was fine, the oxygen/time constraints made it a movement puzzle in the start which was nice.

Very cozy vibe to this game. Loved the graphics, loved the environmental puzzles and the humor. The movement and exploration was also spot on. I am not a fan of jrpg style combat though and especially not of random encounters and I think the latter really weighed the game down and detracted from the awesome exploration/puzzle solving aspect. With a different combat system this game could really be a gem.

I don't know if I got to the end or not, but I did find a chalice deep in the dungeon. Unfortunately, I couldn't progress since I had a full inventory and no available slots to empty the chest. I consider it a win though that I found the chalice, heh. 

I didn't encounter the lighting issues so that was fine. The environment was nice and movement was satisfactory. A good crawler base, all in all.

This was thoroughly enjoyable. As everyone said, the retro aesthetic is awesome, the interactions are full of flavor, itemization is there and works well (If you're having a rough start, explore the town in detail, you'll find some free weapons). I did lose in combat eventually, but I had several successful encounters, even against a group of six goblins. 

An awesome base and I really think this has potential to be expanded into something awesome.

Was confused at first that I couldn't get combat to work but, upon reading the comments, I realized that it was a Firefox issue. Playing in Chrome fixed the problem. A very interesting combat idea, although a bit confusing at first. Definitely needs a bit more polish on the UI/Feedback parts of things, but a very good base you have going here.

A very tense game where slow movement ACTUALLY makes sense. Running from the creature felt satisfying and managing the stamina meter felt meaningful. For a short jam experience, I was not bothered by the movement speed, but it could get tedious if the game were longer. 

The map was really helpful, but perhaps you could add to the tension of the game by removing the red dot that shows where the creature is and just leave your own dot to help with orientation. Other than that, this was very well crafted for the purpose of this jam.

This was a very amusing entry due to the chicken gun! In the first run, I didn't even walk over the chicken to pick it up and kept wondering how I'm supposed to fight the ghosts. I actually got almost to the end by passing through them, waiting to recover and so on. Tense atmosphere. The chicken gun completely lightened that mood on the second run though, ahahaha. 

Good job!

A good base that worked pretty well. I also had to read the comments to figure out why sometimes my idols were disappearing (I was just delivering them, hah). Would be nice to see a bit more content added to it, to make it a more engaging experience.

Nice work with the semi-procedural setup. I liked that the rooms were premade and just the number/layout differed. I thing hand curated rooms in procgen usually works a lot better than just completely random layouts. The gear upgrades and options were pretty cool, combat was straightforward. I agee with what Nika said that some things were not centered on the grid and it felt weird, but that's fine.

Found the key, found the room with the treasure but was overrun. I wouldn't have lost if I could've stockpiled medkits though. I had left so many behind, dang.

This could potentially be very good if you expanded on it post-jam. Many systems were started it seems, but you didn't quite get to finish any of them. The base of them all seems pretty engaging and it'd be cool if you followed up on them.

Very nice genre mix. Loved the classic high-school anime setting and the mechanics were very well implemented. The ouch! popups when moving into walls cracked me up XD

Overall, a very solid entry.

I managed to complete the game with ~30-40 seconds to spare. Good game base but, as it was stated by others, your biggest enemy in the game is the movement, heh. If that was made snappier, the game would instantly become way more fun and the timer could even be reduced.

I'm sorry about the buggy minigame, but thank you for playing!

Thank you for playing, I appreciate it. Yeah, my minigame was both a clear case of obvious bugs that made it through AND "it's not as obvious for the player as it is for me". Lessons learned though.

Thanks a lot for playing and I'm sorry about the buggy experience :( Lessons learned though.

Thanks a lot for playing and for the videos. Yeah, my minigame DEFINITELY should have been tested more, but I seem to be terrible at it!

I really appreciate you playing it and finishing it! I'm sad about the bugs myself, but hey...happens in jams.

Thank you very much for playing and for the bug hunting :D

Thank you very much for playing! 

And for pointing out all the bugs. I'll make a quick post-jam update on it.