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JJJ

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A member registered Feb 14, 2023 · View creator page →

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Yeah a lot of new designed items are less reliant on movement and such as a result of some of your feedback. 

But also when you look at it in terms of board space, a splitter to duplicate movement is the same as another entirely different movement module - so in the end it doesn't make much of a difference unless you want the modules to move in the same pattern.


I also will be making sure that if you duplicate movement the weapons are offset in some way so it at least looks more interesting visually, like you said on the stream one time.

Thanks for playing and the kind words - your criticisms have been quite helpful <3


Also it seems like the game was having performance issues on your video, what browser and screen size were you using by chance? It's not planned to be a browser game after this DD but for some reason it doesn't run very well on firefox haha.

Thanks for playing. Yeah a lot more is planned for the full release that isn't completely included in this demo yet, crazy upgrades is definitely the goal.

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Fishlike is a WarioWare-inspired microgame compilation featuring 120+ different microgames themed around fish, fishing, and everything in between!

Test your skills in various fish themed genres as the games increase in both speed and mechanical difficulty, chasing high scores and defeating challenging boss stages.

Demo out now featuring the first 3 out of 12 levels!

https://jjjgaming.itch.io/fishlike

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Fixed! It was a bug with the new first-time-tutorial menu - thanks a lot for the report.

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Thanks a lot for your feedback!

Monsters not regening while stunned is intended, but I have noted that the stun in timed mode is certainly too strong.

Currently, timed mode enemy regen is operating on the same rules as classic mode: where enemies reset after a missed turn, rather than on a time-basis.

This was set to not make timed mode "too easy", but I can see how it would be unintuitive. I believe what you were encountering might've been a result of the stun timer, which does operate on a frame basis, ending as your combos were ongoing. I will make sure to look back and check for bugs though in this area.

The new classes currently planned are harder versions of the base two classes, with access to different abilities and items, and unlocks. That being said, more might be added as I come up with ideas. 

An update will be coming to this demo soon, with a new level and the unlock/equipment system. Thanks for playing, glad you enjoyed the game!

Dungeons & Jewels is a rougelike puzzle game with a unique twist on combat and a variety of build options.

After almost a year of solo development and private testing, a public demo is finally ready!

Collect relics. Learn Spells.

 Fight enemies and use your abilities by matching tiles, setting up combos, and solving puzzles.

Full version to be released soon on Steam and itch.io, including 6 levels, 50+ spells/relics, 4 playable characters, and more!

Playable demo and more info available here:

https://jjjgaming.itch.io/dungeons-and-jewels

All feedback and critique is greatly appreciated! Thanks in advance.