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jzhang113

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A member registered Dec 10, 2017 · View creator page →

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Big fan of the presentation, the kick and tackle abilities are quite satisfying. The barroom brawl vibes also work really well with the mechanics.

Would've liked a bit more description somewhere for your abilities, especially "Throw 'tov" which took a bit of experimentation to figure out. Balance wise, "Kick" seems wildly powerful, you can just kick enemies, walk up to them and kick them again to permastun them at basically no cost.

Sadly, the game also crashed for me on the disco level. Console log

Yeah, getting more content added is definitely planned for a post-jam version.

Unfortunately, I wasn't able to get around to adding any content. Ideally you'd have different weapons starting out and then you'd be able to get materials from quests to upgrade the ones you like, similar to the game loop in Monster Hunter.

The combat system is built around the idea of weapon movesets in action games, so continually attacking lets you perform more damaging attacks (stab 1 deals 1 damage, while stab 3 deals 3 damage) at the risk of potentially getting hit. There's also a sheathed / drawn state for the weapon, which is why you initially have a "draw attack". I had planned to have the character move faster when the weapon is sheathed, but I didn't get around to implementing it, so there's very little downside right now to keeping your weapon drawn.

Glad you liked the maps. I personally found them kinda annoying to maneuver around, which is why you can walk though walls.

Super cool level generator. Reminds me of http://www.zincland.com/7drl/fodder/, but the color coding makes it easy to tell which level you are on.

Pretty cool, almost feels like playing a MUD

Fun game, boss was a really fun fight. Pawns are the worst cards, so it seems that getting more cards is always better to reduce the chance of 4 pawn hands.