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jsuvs

30
Posts
10
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A member registered Mar 04, 2023 · View creator page →

Creator of

Recent community posts

Nice idea for a snow creature and how the game sets them up. It's quite unsettling seeing an NPC go down suddenly and having to continue walking knowing those creatures are lurking somewhere and not understanding exactly what will trigger them to attack.

The snow depth trail system is cool and the way the creatures can push the snow up and you can see their trails coming is a nice sequence. I like the randomness too where the events are different each time, I tried a few times to save an NPC by sticking close to it and saw that they sometimes get quite far. The lighting also is very good with the way the sunlight glares through the mist.

Excellent game. The graphic style, music and sound are really good. I like the exploration with the map and compass and the way the foot steps lead to stuff, even if half the time it turns out they're mine and I've gone in a circle. I found all 5 crew but am still looking for the endeavour captain.

thanks again for playing! Yea I was trying for it to be more drawn out escalating spooky than sudden scares.

Thanks for highlighting the headset limitation. In future I’ll make sure to avoid requiring that. Thanks for playing!

thanks for playing!

Thanks! Font is https://fonts.google.com/specimen/Sixtyfour

thanks for playing and the feedback!

thanks for trying it and giving such thorough feedback!

Looks good. I spent a few days trying to come up with ideas and concluded that scientists finding something buried in the ice is probably the best horror idea that makes use of a polar location. An alternative that avoids anything being dug up could be a survival horror similar to alien isolation or the bunker but with a local snow based monster like a yeti, standard polar bear or a group of carnivorous penguins trying to get in. I'm taking a more lazy option where I don't have to model a creature and just having the equivalent of science experiments at an Antarctic base going wrong and summoning something paranormal.

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nice! took me many attempts but I eventually went deep enough and found the neckless which was a nice surprise as I was running out of food. 

Very good, especially for a first roguelike. I like how the player can pick up multiple armor and weapons and the effects stack, with the limited inventory space eventually meaning having to trade space for weapons/armor vs food. there's a lot of features you've implemented here - dungeon generation, skills, hunger clock, items, inventory item dragging.

You should mention the mouse controls on the description - right click on items to interact / bring up the menu to to eat, drink, read, or right click chests to open and then drag items to inventory. A lot of the games only have keyboard control so some might not think of using mouse.

Nice! after many failed runs I settled on a strategy of finding the level edge asap and then making a careful circuit round looking for the rune, resting to heal to save potions. On the final run I ran into a creature much tougher than the others that induced burning. barely survived, glad I took an extra set of potions, drank the lot to survive, then found the last rune.

That is a bad RNG situation for sure. The only possible way out I can see is to step up left behind that tree out of sight of at least 2 of the jaguar. They only head towards you if they can see you, otherwise they move randomly. I think one source of RNG dependency is that each level is filled with enough creatures to reach an xp target, but it doesn't take into account how much space is on the level, so more compact levels are much tougher to get through. thanks for playing!

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Info For Playing

There are six differently themed jungle levels that generally have different threats. You start with 10hp max, and the maximum drops by 1 every 100 turns, so you have about 1000 turns to find the cure.

When you level up you can choose a new skill (increase FOV, increase health regen, ...).

Controls

movement: 8 directions. vi keys, numpad or wasdqe

skip turn: period / full stop key

fire bow: press F to enter aim mode. use movement keys to adjust aim or tab to cycle to next target. Press F again to fire. Pressing F on a tile without a creature will cancel without firing.

You get a limited number of arrows, they replenish when you enter a new level.

Survival Hints (Spoilers?)

As this is a jam you might appreciate these hints to speed up your progress.

Snakes: these typically lurk in bushes. They don't move, but they will bite you if you get too close. Their poison causes blindness for 10 turns.

Crocodiles: beware of going near water - crocodiles initially start hidden. There is a small chance each turn of detecting them (this chance can be increased with one of the character skills). Otherwise they will emerge when you get too close and they attack...

Spiders: these ambush, but unlike the snakes they will charge at you if you get too close (2/3 tiles?), or if you fire an arrow at them, but otherwise they will wait for you to get snagged by a web...

There's a tough type of creature on the last level that's also very fast, but it has two weaknesses - it is blind so it'll only find you by chance, so you might be able to sneak round it. And shooting one with an arrow will slow it down to normal speed for 20 turns.

Skills: the spear skill is a good one to level up early

There are six differently themed jungle levels that generally have different threats. You start with 10hp max, and the maximum drops by 1 every 100 turns, so you have about 1000 turns to find the cure.

When you level up you can choose a new skill (increase FOV, increase health regen, ...).

Controls

movement: 8 directions. vi keys, numpad or wasdqe

skip turn: period / full stop key

fire bow: press F to enter aim mode. use movement keys to adjust aim or tab to cycle to next target. Press F again to fire. Pressing F on a tile without a creature will cancel without firing.

You get a limited number of arrows, they replenish when you enter a new level.

Survival Hints

As this is a jam you might appreciate these hints to speed up your progress.

Snakes: these typically lurk in bushes. They don't move, but they will bite you if you get too close. Their poison causes blindness for 10 turns.

Crocodiles: beware of going near water - crocodiles initially start hidden. There is a small chance each turn of detecting them (this chance can be increased with one of the character skills). Otherwise they will emerge when you get too close and they attack...

Spiders: these ambush, but unlike the snakes they will charge at you if you get too close (2/3 tiles?), or if you fire an arrow at them, but otherwise they will wait for you to get snagged by a web...

There's a tough type of creature on the last level that's also very fast, but it has two weaknesses - it is blind so it'll only find you by chance, so you might be able to sneak round it. And shooting one with an arrow will slow it down to normal speed for 20 turns.

Skills: the spear skill is a good one to level up early

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thanks for playing. One thing I added if you want to try it is if you drop the knife down the chute the creature instantly gets angry and climbs up 

Thanks for the feedback. Having the ingredients arrive down a shaft is a good idea to fix this problem

true about the winning strat being just holding on the door, I found the same but ran out of time to figure how to fix it. Maybe the food should go cold or stale to force it to be cooked just-in-time. Thanks for playing and the feedback  

holding left mouse button flies higher and right mouse button flies lower. I had the same problem but accidentally found it

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to anyone who hasn't found it: holding left mouse button flies higher and holding right mouse button flies lower

really nice design and idea of having different transitions to different controllable animals. You should add the controls to the description page with how to fly up and down

Really nice graphics and details, so much to interact with, I kept finding things like the constellations in the night sky. This is great.

thanks for giving it a go, well done for solving it!

thanks for the detailed feedback, that is useful to know about the controls. For the hints I was planning to add hints into the game where the other butterfly or a bird character could be approached to give hints and also explain the objective, but ran out of time.

Thanks for the feedback. I’ll look into adding  greater difficulty levels 

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Thanks for giving it a go and the feedback 

The steps to open a door out of the big room:

1. pickup the stone disk on the table in the small back room

2. Interact with the dial on the pedestal in the middle of the big room which will place the  disk onto the dial

3. move the mouse crosshair over the placed stone disk so the rotate icon appears and click to rotate it

4. Move the mouse over the center dial button so the use icon appears and click to press it

the dial works like a combination lock. Turning the disk selects the symbol and pressing the button submits it. 

It’s my fault with the interface. I realized after the submission deadline that I hadn’t set up the interaction UI correctly to make it clear there are 2 actions at the dial that depend on where the crosshair is pointing. I’ll probably try to fix this after the jam

The the administrator drops a Slimy Dew

Very nice, the world building, choice of music, cover art, atmosphere, it all works. The weapon and armor abilities were interesting. The balance of combat vs stealth/avoidance needed works well. I liked the relic idea and how rare they are, felt substantial to discover one. Took me a few runs to beat, and the lamp giving increased sight radius was a key find for me.

I like the enemy behavior that if they can't see you they don't move. There are some interesting tactics on how to evade them when chased using the level geometry. And also you have to keep track of where the enemies were to avoid them seeing you again.

It would be cool if some enemies had different behavior, such as enemies that kept chasing the player if the player is within say 5 tiles of them even if they can't see the player (chase by sound/smell). This could be balanced by having those enemies move slightly slower, they could occasionally skip a movement turn, allowing the player the ability to gain distance on them over time, even if they don't stop chasing the player. Another enemy could be a powerful slow moving (1 tile per 2 turns) enemy that the player just can't shake off, so it becomes a lumbering threat for the entire level.

thanks for trying it out, good point about permadeath

thanks for trying out the game!

I had hoped to add an inventory system, with items to pick up and then other enemy types, but due to time had to settle with the rum bottle being the only item which was instant use on pickup. I agree as it stands the game lacks complexity for a roguelike.

The win condition of picking up 6 chests was a rush job in the 11th hour to add a win condition, and the sea horse spawn rate acts like a hunger clock. Eventually they start spawning in pairs and then threes. I think you actually destroyed a spawned pair at the end but they reached you at different times. You also managed to complete the game without using the ability to destroy pirate ships by ramming into them!

nice find with the spawn rate bug, you are correct on each retry it should reset to 30% but it's just carrying over from the previous run

Played this for 2 hours. Didn't get it at first, but when I did I found it had more strategic and tactical depth than I expected, and it kept me fixated on figuring out better strategies. Didn't survive floor 3 at first, but eventually got to floor 11.

The premise is simple. You fight 4 yetis on each level. You must fight them in order and backtracking can cause your sanity to deplete, so there is some tactical thinking about pathing. Each yeti you face has the displayed life. When you attack a yeti, first your sword damage is applied, then if you have any arrows the bow damage is applied (and you lose 1 arrow), then if you have enough magic given spell cost, the spell damage is applied (and magic score reduced by spell cost). If the yeti still has health after all that, it damages you according to its power. The combat cycle then repeats until one of you is dead. I am not sure how the numbers change are obvious, it took me a while looking at how they changed during combat to figure out exactly what was happening.

Picking up different items on the tiles increases your stats - sword damage, bow damage, spell damage. It is crucial to surviving later levels to keep these stats heading upwards as the yetis become more powerful as you go. However it isn't as simple as hoovering up every item on the level.

Certain items are more important than others, and some items seem to become more or less important as the game progresses. To give one example of this, I suspect it might not be wise to pick up too many of the spell stat increasing staffs up, as counterintuitive as that is, as while spell damage goes up, spell cost also goes up at the same time and eventually being able to cast becomes a rarer event - so instead of being able to inflict moderate spell damage against each yeti you fight on the level you find yourself in a situation where you can only inflict immense damage against one of them and have no magic left for the rest. And if you can only do 80 sword damage and 100 bow damage, but the yeti has 181 life and 200 power, then you are about to take a 200 health hit, all for the lack of being able to do a single point of spell damage. Also in the later levels when the yetis get this powerful you want to kill them before they can strike you. I found there weren't enough health items on the level to be able to engage in many multi rounds of combat as in early levels, at least with how I was playing. All in all a good game.

For anyone else who like me hasn't played a freeze time game like this before - you need to be moving when you click to fire. You cannot fire while stationary - for obvious reasons really - time is frozen.

Good game, solid implementation found no bugs. AI is good, finds the player well, good variety of weapons and items.

Important Note: There's an explosion sound in the game that is about 2x as loud as it should be, but I cannot fix this now. If you don't want a jump don't put the volume high.