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Kazure Okami

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A member registered May 24, 2021 · View creator page →

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Bomberman crawler returns, hell yeahh! I voted and reviewed your game in last year's jam. That was a cool one. I like the visuals and controls of this game more. It has snappy controls, i don't remember exactly but i don't think there was auto-map in last year's game. It's very well implemented in this one. Also i like it that it's activated when you find the map lying around the dungeon. The is pretty to fun to play and intuitive.

There are two things that can improved in my humble opinion. One is that there's not much of a challenge in the game. The only challenge is navigation. Finding the all the gems and keys to get to the exit. You get heart powerups which upgrade your health but as i see it, it's quite redundant bcs there are no enemies who can damage your health. I think in order to give players the true Bomberman experience, you definitely need enemies and i remember very clearly that there were enemies in last year's game, i wish you hadn't removed them in this game. My second problem with the game is that you implemented minimap but there's no regular map. Some may think that it's no big deal but it held me back from beating the game. I got all the gems except one and i couldn't find it no matter how much i tried. I kept running in circles after i got tired and quit the game. If there was a fullscreen map i think it would be much easier for me to see the areas which i previously had visited since the minimap shows only a limited section of the map.

Overall i think the base of the game is quite solid. It's definitely fun to play. Btw  i think Bomberman crawler is a terrific idea, with some good improvements in the right direction it can become a next indie hit maybe. I has some ideas for a Pacman crawler, i'm surprised nobody tried that for genre fusion in this year's jam. :)) Anyways nice job!

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I find the visuals of the game very succesful and charming, UI, DC portion, platforming portion, i especially like the character sprites. I also enjoyed the humourous and clever wiriting of the dialogues. My only major issue with the game is that i personally don't think dc/2d platformer fusion  is a very good idea i mean it could be a good idea for the fusion maybe but not in combat. Maybe it could be like Zelda 2. The overworld is 2d sideview and when you enter dungeons the camera switches to first person view or  something like that . Combat didn't click with me for couple of reasons:

A: It's repetitive. You play in the same area back to back a couple of times, same enemies, same layout and on top of that i think enemy encounters are too frequent. Also i learned it before reading your description page that all enemies respawn when you load the game :)

B: There's no reward for getting into combat. There's no character development and equipment system in the game so  you don't gain experience or get loot from combat, you just get some potions which will heal you at the end of the combat.  So the way i see it, the enemies just serve as roadblocks. It could still be fine for me if encounters weren't this frequent and combat didn't take so long+repetitive

C: This can be explained with the abstraction principle in games  but i personally find it incoherent. Not sure it can be really considered as a flaw. Maybe it's just a personal thing but we encounter with one enemy in the dungeon, why do we have to fight against  whole gang of enemies in 2d mode? I think then they should be represented as a group of multiple enemies in the dungeon or we do 1vs1 combat in 2d mode

These are the notes i took about your game. I played it around 1 hour and then had to abandon it bcs of the reasons i stated above. I think if you fix a few things here and there, it can become a very fun dungeon crawler game, the base of the game looks pretty solid and it looks very nice/polished

I restarted the game since i had some confusion and disorientation the first time i played it but i managed to beat the game the second time and i quite enjoyed it.

Game has a Doom kind of level design where you take key cards with different colors each opening a door with the corresponding color. But you added gravity puzzles into the mix which actually  rotates the room when you interact with certain buttons. I think this is a brilliant idea and very well executed. Depleting oxygen adds tension to the game, maybe there are too many oxygen tanks sprinkled around. They could be less tans strategically place around the map to raise the challenge a little bit. Autosaving when using the tanks are nice. 

The graphics has kind of a Doom feel to it. I like the ambience, there's a planet outside the ship, that's a good touch. Really makes you feel you are in space.  Controls are snappy and feel good. I wish there was some kinf of combat which could make it fully a dungeon crawler experience but considering the time constraint  and you developed this solo, i think this is a great achievement nevertheless. Well done!

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I played Barotrauma recently and was craving for a dc game which takes place in a submarine :D Excellent incorporation of the themes "Sinking Ship" and "Treasure Hunting". I love the idea and the back story. I especially loved the water flooding effect. The post processing effects/color filter when are under the water are very succesful, they are really good at selling that we are underwater. You even simulated the levitation force of the water, when you drop an item it starts to float towards the surface! xD 

It's a very short but complete game with well executed ideas. I wish it was longer but making a game with a bigger scope and finishing it in 10 days is a impossibly difficult task especially depending on the developers' circumstances. So i think making a short but complete and not broken game with fun ideas is definitely an achievment. Nice work!

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"Enemies are quite easy to kill if Firesheild is used."

Ah i didn't know that, i thought it is used to negate the fire damage, i guess i should've read it's description.

"Did you purchase health potions and use them when needed?  They help a lot."

Yes i did but i ran out of them after a while, then didn't want to go back to the merchant to buy new ones.

"You can click on the Fullscreen button on the main menu to go back to fullscreen.  As you know since it is a HTML based game, escape will take the browser out of fullscreen mode."

Yeah but it only works in main menu scene not on gameplay and if i go back to main menu from the game i lose progress. There must be a way to make it fullscreen on game scene too.

"You can interact with the torches (like turning them off) to set a bread crumb, so it will be easy to know which areas you have explored."

Oh it didn't occur to me, i thought i could pick up torches to illuminate dark areas but there weren't any areas in the game too dark to make the torch necessary.

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You wrote "Isometric Tactical Grid based combat similar to ogre tactics." but that is actually Pool of Radiance :) I even asked if PoR is considered as genre fusion in the dungeoncrawlers.org discord server :D Anyway  i like Ogre Battles series too and i definitely liked this game's combat system. In fact it's the strongest side of the game. It is complex but not hard to learn also thx to your beautiful  and functional tutorial windows. Some feedback animations could be a nice addition in combat but it's not a big miss imo.  The dice rolling animation is a very nice touch and gives the game a strong D&D vibe the downside is, it's not skippable. We get into way too much combat in this game and that animation extends the combat's duration significantly.

I liked the art in general. Especially in combat and the character portraits, UI. I noticed later that the combat map has the same textures with dungeon map but camera is changed to isometric it also is a small section of the dungeon where our party is located at. I really like that. 

I also like the party banter, it breathes life into the game and characters also good way to narrate the story. I especially liked that the characters hit each other lose exp. etc. 

There are 2 factors which kept me from completing the game. One of them is combat frequency is too much and on top of that it is tactical turnbased combat so it cannot be wheezed through like in other games. The other problem is there is no saving. I think the game is solely designed to played on browsers maybe that's why but i though you could save games on browser too. I just can't complete this kind of game in one sitting. It can take 5 hours too for all i know. But i think i played it enough to have a fair opinion about it.

All in all i think it is a very well designed and polished game. It runs perfectly smooth. No bugs, glitches, nothing. As expected from a veteran coder like yourself. Eventhough i couldn't complete it, i enjoyed it for the time i played. Good work and good luck!

I played the game, died 2 times then quit.  It is a basic and simple dungeon crawler but it has all the mechanics and systems which constitutes a dungeon crawler game. I also kinda like it's simplicity. It's graphics are cute too. I find the movement speed is a  bit slow and the charater steps are short too. These are some of the notes i took about your game:

- Combat is not very well balanced. You can only kill skeletons with fireball, staff does too little damage. Also skeletons have too much health i think.

- Health and mana regenerates too slowly.

- When i hit escape,  i can't switch to fullscreen again.

- Lack of a minimap is not a con, there are lot of dc games without maps but when  lack of direction is combined with difficulty it wears out the player fast also there aren't too many markers which could help with the spatial awareness imo.


I think overall it's a pretty solid and complete game for a game jam. Nice work!

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Thx!

Nice work!!

River City Ransom!!

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Sry i noticed this game after the voting ends. I would rate it 4 or 5 probably. I definitely love the hand drawn art eventhough how amateur it is. It has a great retro vibe. I love the music, sfx as well. I think most of the sfx was recorded by you. It shows how much passion and love you poured into this project. It was a little too hard for me though

Truly a great work, congrats!

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Honestly i think this is one of the most complete and polished games of the jam i played so far and i really had fun playing it. The movement is smooth and snappy maybe a little bit fast. (not turning, only moving). Art and sound design is perfect. Art is very consistent, nothing sticks out. You may have used AI for sfx and art but you have utilized it perfectly, your art direction is great in my opinion. I love the old school UI. Character portraits look fantastic. Fonts are a little bit hard to read and hurt the eyes but no big deal.

Inventory system works nice but there are some critical flaws like both characters shame the same inventory space. Each chararter needs it's own inventory space in a RPG game. Also you cannot drop unncessary item to open up space for more useful items. The implementation of armor system is great.

Levelling system works well. We level up too fast but it's a jam game so it's a condensed experience, not really a flaw.

Combat is fine but we need to see the how much cooldown time left on the UI. Also there should be a window where we can see how much dahamage we inflicted to the enemies. The window is there i know but it opens up when we click on the character portraits. I think it should be more accessible. Enemy sprites look very cool but i haven't noticed whether they have differen attack types. I think only difference between the enemies besides their look is their health and damage but this is just nitpicking at this point :)

Game has a few bugs. One of them is you cannot move or turn when you engage in combat. You can turn actually but if you tap q/e like 5 times. This is annoying since enemy can hit you while you face a different direction. Another bug i encountered is i think at the last section of the game where there is a fog. I encountered an enemy and couldn't do anything, can's hit or run. Game is just locked out there and had it to quit.

My final thoughts are;

Definitely a very solid dungeon crawler. The art and sound direction is top notch. Gameplay loop is fun and engaging. A great throwback to 90's gridders. I'm guessing that this game will be in the Top 10 but i can be wrong of course. Great entry, nicely done!

Cool game. I love the red/black color palette. Nice PS1 style visuals.  Event Horizon/Alien kind of story is very well crafted.. Multiple endings is a great touch. But this is not by any means a Dungeon Crawler game. This is a horror game with gridbased controls. There's no combat, no inventory, no level progression, no automap. The game level is very small.

If this wasn't a genre specific game jam, i would give this game a higher rating. This is not what i perceive as a dungeon crawler. Besides all that,  i love your work and i think it's a very solid game. Nicely done!

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Retro graphics are cool, don't like the character models though, too cute for me. Movement is perfect, snappy and smooth. Dice mechanic add depth and fun to battles i like that. Automap is great and very functional. I haven't seen an inventory system maybe i missed it. There's level progression, not exactly the way i expect it to be it but it's there. Couldn't get into the story much,  it didn't piqued my interest.

Overall a very solid and polished entry. Nice work!

Pretty interesting idea to mix dungeon crawler mechanics with an anomally game. I like the overall atmosphere and visuality of the game. There are some issues with movement. Rotation speed is too slow and i don't like queued up movement. If i tap w two times by mistake it doesn't stop until the queued up movement is executed. Movement gets especially frustrating when you fight the monster at the last level. There is no feedback when you hit with the sword, there's no sword swing animation either. It doesn't feel like you're using the sword at all. I managed to reach the end of the game but couldn't kill the monster and died, maybe i'll give it another go. Oh and there's a bug when you die and restart the game, there's an invisible wall blocking your into either of the corridors.

My final verdict is, it's a good game but feel like you wanted to make a horror game with gridbased movement. It is not really a dungeon crawler game so i don't think it would be fair to other games if i give this a high rating. I would give it a higher rating if this wasn't a Dungeon Crawler jam. Regardless of  this thought i like the idea behind it. Nice job and good luck!

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I like the nice handcrafted visuals. The use of colors in battle screens reminded me of Persona 3 Reloaded. I think the game looks clean and polished in terms of visuality. The movement is also smooth snappy but it gets staggery when player climbs up/down stairs. Story and setting of the game didn't piqued my interest that much but Ancient Egypy and  Pyramids are always a nice setting for dungeon crawlers i think. 

I think it would be better if you had done the battle screeen on first person camera as well. It looks weird when character portraits are attacking the monsters. Also it may be a personal thing but i think random battles really interrupting  the flow of the game. They are not too frequent but still it annoyed me bcs the dungeon is like a labyrinth, navigating through is  is already a challenge and you get into battles in every 1-2 mins. I played a lot of old school JRPGs and i still love them but i never liked this random battle thing.  Another thing about battles, i think in a JRPG style battle system there should be Item and Run options too.

I like the party banter stuff, it adds more depth to the story and makes the game  feel more alive. Encounter are also nice, you advance the story progress as you explore the dungeon further. I encountered the Sphinx boss and it killed me very easily. I think my party was underpowered for that boss. I believe it serves as a skill check for  players by guarding the enterance to the  next area.

In terms of UI/UX, automap looks very good and functional. Lack of an inventory i think is a downside in this kind of game. Checkpoints where you can heal the party and respawn when the party dies is a good idea. Otherwise the game would be much tiresome and frustrating bcs you can die a lot in this game.

I like the JRPG style music. It made me feel like i play Futaba's dungeon from Persona 5. It's theme was also Ancient Egypt.

Overall i think the game almost works perfectly in terms of gameplay mechanics except inventory system but it is not a big deal since it's a jam game.  This is  a pure JRPG style Dungeon Crawler  game, a genre which i am not very huge fan of but still i think it's a pretty soild entry.

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Thx for playing and for your feedback. I changed the intro cutscene as you said. Now you go the the next page by pressing enter key. I made some serious changes in the movement as well but i think it needs some more fine tuning. Combat is the next issue i will adress. I cannot post the  updated version of the game until the voting ends but i want to develop this game to completion nevertheless.  I am also planning to make it a full game and if everything goes well i want to ship it with some serious changes on it of course.

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I think this is the game with the most unique artstyle in the jam. It's like a cartoon sketch with low framerate animations, i totally like that but it was kind of disorienting  because i can't tell if i'm moving or not. Animation style make me feel that i'm always moving. Also the movement being instantanous make it hard to tell which way i'm headed but automap negates that issue mostly. 

Love the old school RPG storytelling with narrative text boxes. The UI of the game is prett unique too. At first it felt ugly but you get used to it quick. It bolsters the old school feeling that all UI is text based, i like that too. I couldn't beat the game yet but i think as you progresss through the game some events are triggered and you lose a team member in each of them, by selecting who you are gonna let go and at the i end  you remaining with one part member thus using the theme "Solitude". Also losing each team member make you lose a specific power like breaking the cracked walls and such. This is absolutely a genius idea i have to say. Really loved it.

My overall opinion about the game is that this is totally an arthouse game with very cleverly designed gameplay elements. I wish you best of luck in this jam and for your future projects!

Hey thanks a lot for your time for playing my game and writing this comment. I don't see this as repetation, you share your thoughts and observations and they happen to align with others. The more people stress the same issue,  the more it shows how serious that problem is.

It's not nitpicking, i should've chosen a torch model which is consistent with the rest of the artstyle of the game. If this was a commercial game, that would be an unforgivable mistake. It was kind of a panic move to use the first torch model i found without losing more limited time.

The combat system in my game is very rushed. It's protoype level stuff to tell you the truth. I am not happy with that by any means. It's the second biggest issue on my lisy after the movement.

It's totally cool that you din't like dialugues and cutscenes. Every person to their taste afterall. I'm not too crazy for cutscenes myself, i'm more of an enviromental storytelling guy, like in Half Life. But i think sometimes a cool presantation is a perfect way to introduce players to the story and to boost the presantation of the game. A recent example for this i think is Baldur's Gate 3. I also have to admit that i got kind of overexcited  about making a game which is inspired by the anime "Goblin Slayer" and renact some famous scenes from it in the game to add to the cool factor :))

Nice puzzle game but not exactly a dungeon crawler. I admired your creativity anyway. Like the visuals too. Nice job!

Love the old school art style of the game. The art in the cutscenes, textures, UI everything looks wonderful. Movement is also very smooth. Combat is straightforward and tough. I lost most of my HP to a single skeleton. There are no spells or abilites , you just bash it with your sword by spamming lmb. Sanity goes down too fast and i haven't seen anything in the game which restores sanity which makes the game a race against  time. Not sure it's a good idea in a dungeon crawler game.

Overall it's a pretty solid game. Nice job!

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I like the art. Cthulhu sprite and those statues look great and spooky as hell. Movement is very slow and clunky. You need to add some more interesting  stuff to make the player enjoy the game. It gets boring quickly in it's current state. Good job anyway

1-bit artstyle looks very cool. I especially liked the enemies. There's a Dark Souls vibe in the game like the camp fire mechanic, music and overall art. The music is also very good, fits the mood of the game.

I think you also got the difficulty from Dark Souls :) The enemies have too much HP and they don't die forever. You eventually die after 2 or 3 fights bcs you don't have any healing item left. You also cannot avoid enemies bcs they appear randomly it's a good thing that the frequency of encounters is low at least.

Overall an artistically good looking game with punishing difficulty. A pretty solid entry. Nicely done!

Nice dungeon crawler/JRPG game. I like the interesting premise and conversation with the characters in the party. Handdrawn enemies and NPCs look good. Dungeon looks more like a palace than a mall. Camera jitters a little when you move. Music is nice too. This game kinda gave me Shin Megani Tensei/Persona 1 vibes.

Overall pretty complete game with an interesting setting. Nice job.

The core gameplay of the game works perfectly. It has all the necessary mechanics of a grid based dungeon crawler game with JRPG elements.  I think only thing that is missing is an automap. The dungeons are labyrinthian and you can easily get lost. I hate it when i lose my sense of direction and start going in circles in these games. This is partly the reason why i couldn't play this game until the end.

In terms of visuality, everything is too low res. I know that you went for a 8-bit look and feeling but i played a lot of NES games on the emulator they didn't look like this. Top down view has the 8-bit look, you pretty nailed it there with the color pallette and everything, enemies looks nice too. But in FPS camera, everything is too muddy.  You hardly can make out what is what. Wall sprites look too big and ugly. I think this happens due to the fact that the engine you use is a 2D engine and those sprites were made for a topdown game, when you zoom in on them, everything looks muddy. Also i think due to the same reason camera perspective is off.  When you turn in the dungeon, the wall is directly in your face.

You managed to capture the 8-bit JRPG vibes with musics, they were nice.

I like your storytelling and the game has an interesting story. You wanted to reverse the typical JRPG stories and make the players play from the enemies perspective, that's a very cool idea.

These are my overall thoughts on your game with pros and cons. My final verdict is: It's a very complete game with a good amount of content for a 9 days game jam. However, the visual quality and gameplay loop didn't make me want to play the game to completion.

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Wow this is a nice one. A very complete and polished game. There's no story or indtroducing the player to the game world but there's a premise. That's fine, not every game  has to tell a story, this one focuses on gameplay and i think it does a pretty good job at that!  In terms of gameplay there's not much to criticize, everything works perfecty. Movement is very smooth and snappy, enemy AI is fine, inventory, levelling system, it has all basic mechanics of a dungeon crawler game.  

Third party assets you used in the game are very high quality especially the enemies and the  shaders on the objects. It's more nitpicking than criticism but the environment doesn't feel much like a spaceship to me. This could be place like mall or an office too. Comparing to some other contenders of the jam, the atmosphere of the game is a little weaker i think. Also there's something off with the lighting. With the lighting capabilities of UE5 i think a much better lighting could be achieved to contribute to the game's atmosphere.

Combat works well. It's pretty straightforward but it works. There's a decent feedback, you know you hit the enemy. Enemy's death animation activates  with a 1 second delay.

All in all i think it's a pretty solid game especially taking the time limit into account. I am really glad that your game wasn't disqualified from the jam, it really would be a shame. Great job and good luck!

Thx for playing!

Thank you very much for playing my game and for your extensive comment. Yes i want to finish developing this game. I spent a lot of time on it, i think it would be a great waste to abandon it in an uncomplete state. I added the intro on the last day of the jam so it was pretty rushed. I noticed the things you pointed out but it was too late to fix them at that point.

Assets are mostly from Unity Asset Store and Skechyfab. Yeah it was very stupid of me to pick a toon shader torch and shield while the rest of the game doesn't have toon shader. Firts thing i'll do is to change those models. 

Yes movement distance can be changed but i'll have to recreate the map from scratch because i adjusted the metrics of the map according to that distance. Since it gridbase movement when you change movement distance, everything is  misaligned. But i'll probably have to change the movement script and the map soon anyway. Current movement script is very faulty.

I agree you on the combat as well, it was very rushed. One of the top priority issues for me to adress. No there are currently no items on the map. In the jam version i wanted the player to start with a set of items but those items didn't appear on the inventory in the final build due to some error in the code i think.

I killed the  final boss with just 2 health! That gave me kind of a Bloodborne boss fight feeling. I really had a blast playing this game. It looks basic and simple but it works very well almost on all aspects.  Starting from art. I dig the black/white/red color pallette and simple wall textures. Enemy design is very cool. Those shadow type emerge from  the ground slowly, it's pretty spooky. It's random enemy encounters but there's a subtle transition to battle screen. It's a very nice touch. 

Combat is pretty straightforward but intuitive. I think parry system makes the combat more engaging. Destructable envioronment, another very cool idea. You can open shortcuts and other stuff with that in the future builds of the game. Inventory works great. Movement is smooth and feels good but feels a littlle bit slow i think. 

Final verdict: I found this game much more fun and engaging than i expected. It has a simple but very well executed formula with good polish. If it was a little longer with some more content i think it could be the best game of the jam but even in this state it's a great game to create in 9 days. Cheers for your hard work and good luck!

Thx very much for playing! There is collision in the game actually but i ran out of time before i set it on the entire map. I am currently working on revamping the movement system.

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I love the setting and story of the game. Underwater setting is always cool especially if you can pull it off and you absolutely did. The amibence of the game with the superb PS1 aesthetic and ambience sound is very well crafted. I especially loved the enemy design. The creepy sound effects of the enemies, glowing blue eyes, they really look scary(The  shark is my favorite). 

The movement didn't bother me that much but turning around could a littler faster. Afterall the game is set underwater and you cannot move the same speed under the water as you do on the surface. I think you managed to give the immersion to the player that they are really underwater perfectly. With sound effects, bubbles, particle effects etc.

Combat is intuitive, it feels very good. There's a little glitch which others mentioned as well. Enemies get to the same tile as you do to attack the player. I think you did enemy pathfinding with an algorithm like A*. You can solve this by setting the target for enemy one or two tiles away from the player, that's how i did it.

Storytelling is top notch. I love that you get tidbits of information about the story with those audio logs(?). The ending was a banger, i totally dig it. 

My final thought are i think it's one of the strongest contenders of the jam especially in terms of visuals, atmosphere and setting. It plays more like a horror game than a dungeon crawler minus the grid based movement although i like it anyway. I think this is a an excellent game to complete in 9 days and it's very polished as well.  Sooo double thumbs up!!

Hey man how are you? Long time no see! You got gridbased movement right and flashlight running out of battery is a cool touch. I think you entered the jam a day before the deadline. Currently this is just a prototype but  i think it's still a feat to achieve this much in a day.

Hey thx man!  It's good to see you here, what a suprise!

I love the old school Final Fantasy games. Great execution of JRPG style dungeon crawler. The different character classes with different abilities is impelemented very well. The inventory system, automap it has it all. I also liked the artstyle very much. It's too bad that the game crashes when you kill the tentacle, i wanted to beat the game.

In any case,  it's a very solid entry for the jam. Cheers for your great work!

Thx a lot for playing!

I couldn't be able to see through the game bcs of the reason i'll state later but i think this is the most complete and polished game of the jam despite it's bugs and flaws. Firstoff, i think that this has the best movement system of this game jam. It is very close to Legend of Grimrock's movement feeling. What i like the most about the movement in this game is when you hold w key player moves forward continiously but it snaps from tile to tile. It feels very smooth and snappy.

Inventory system works perfectly. It would be nicer if you could add an equipment window where you can drag the armors /weapons to the slots on your body there but this is good too. Level system also work great for a jam game. You can get new skills and spells. UI is very good. It looks nice and works well. Combat system i think is perfect. It is just like you expect from old school Dungeon Crawlers of 90's. 

I like the visual style of the game especially the textures. You successfuly created  atmosphere of an ancient necropolis.  Enemies are just  sprites with no animations but they look good. They don't stick out from the general artstyle of the game. It's a very good idea to make enemies with sprites in a 9 days jam. There's also a good variety of enemies with different difficulty levels.

I don't like very much the level design of the game. Level is branching too much and too frequently. In these kind of games it is very easy to get lost. There's a compass in the game but it doesn't help much navigating you way around. There needs to be an automap which shows the sectors i have been to in this kind of game. Verticality is a nice touch and executed well but i don't think it contributes too much to the game. It would be cool if you had designed the dungeons like an Escher Labyrinth, then it would mean something. I got stuck in the game like many others that posted comments here. Since it's difficult  to navigate through the map, you  keep drawing circles in the same places and it bores you after a while. I also tried to beat  the game for around 30-40 mins to no avail.

These are my general thoughts on your game. I really liked it despite it's flaws and it think it's one of the top contenders of this jam. Congrats for your hardwork and good luck!

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Thanks very much for playing. Yeah i fell into the overscope trap again. I wanted to make a game with a nice presentation and decent gameplay actually but my skill level and experience didn't allow me to accomplish that in the given time.  I made the level with the probuilder feature of Unity and set all the tiles(actually cubes)to 1x1x1 units. I don't know how other people coded the movement system but in my system, the movement of the player is not determined by the tiles,  player just moves by snapping 1 unit of transform position to desired direction. Since everyone criticized that the movement doesn't work well, i must have did something wrong there.

I got this error right after i load the saved game. Also debug window appears showing this error message: "Error loading tile at (0,0,0) try loading tile at (0.0.-24). " Debug window closes when i hit escape. I didn't use to get this error, they kind of happen randomly.


The artstyle of the game didn't appeal to me much but i respect your decision. The overall atmosphere is  pretty cool though. The eerie sci-fi music and ambience sound really enchances the atmosphere of the game. The galaxy map idea is a very ambitious and cool idea but you managed to execute it perfectly. I love how all three planets have distinct biomes and enemies. Inventory system works perfectly , so is the gridbased moving.  It fits the theme but getting stuck in an infinite loop made me feel that i didn't beat the game. The loop thing usually goes well with roguelikes but i think it's nice to do someting out of the usual formula sometimes.

A pretty solid entry to make in only 9 days. I salute you for your great work sir!

Edit: I encountered some bugs playing the game. One of them is you get an error message after you get the crystal in the lava planet. A console appears on top of the screen. The other one is i got stuck and had to restart the game after the hallucination when i first enter the lava planet.

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Thx for playing and the feedback! That wasn't a pit trap actually it was supposed to be a sacrificial pit where goblins throw humans to feed some eldritch creature :)  If i had time i would put another cutscene there and a fight. I got the trap from the anime too. At the end of the hall there is a staircase, when you approach the staircase it takes you to the subterrenean temple where you were supposed to meet the cosmic horror. That was my plan at least :)