Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kozure Okami

435
Posts
1
Topics
19
Followers
29
Following
A member registered May 24, 2021 · View creator page →

Creator of

Recent community posts

the way it's implemented in this game. I think it makes the controls more difficult, i occasionally got stuck to an object or dragon's body when i wanted to move to the tile at my back.

I like the FF Tactics style stacked grids with elevation and it's very cool that you can rotate the camera although i must say rotation is not very comfortable since mouse is very sensitive and it's constrained to a certain angle so i couldn't it get the camera to the position i wanted at all but it's there and it works more or less. 

Graphics look nice and colorful but character sprites look cheap and mobile gamey but i think it's acceptable for a 7 day jam, didn't bother me that much. 

I didn't like the snake style controls also i'm not sure  but i think dragon's tail is getting longer with upgrades and such but i don't see any effect of this in this game other than making the controls more difficult and making it a bigger target for archers. I struggled with the controls a little and some of the basic game mechanics are not explained to the player unless i missed it. For example fire breathing takes stamina and you can only regenerate stamina  only by going to the lowest altitude. I like the idea behind it though, it regenerates stamina when it walks on the ground but it's more vulnerable. I like how burning works. When you breath fire on trees, fire spreads to other trees adjacen to it, that's very cool. I died couple of times bumping into houses. It showed a message like you're stuck in a tight space. I mean we're dragon why can't we blow off the roof? :D  I like the aggro mechanic. When one of the peasants see the dragon, they alarm the whole town. Upgrading your character at the end of each level and getting new skills adds a lot of depth to the game, i like it.

It's not clear to me what the goal of the game is. When you start each level you see a "x days left" countdown. What happens when countdown finishes, a boss fight? Also i got to level 2 but i 'm not sure what are requirements to finish a level. Killing everyone, or destroying everything? What does the terror bar affect? What happens when terror bar goes full? 

Overall i think it's a very creative and unusual roguelike game which is fleshed out very well in many areas for a 7 days time period. I think it can be quite fun with some tweaks and would look much appealing with a more decent artwork.

(4 edits)

Project Zomboid with ASCII graphics :) 

I enjoyed this game a lot. Being very new to the roguelike genre i'm amazed how ppl can create immersion and atmosphere with letters! I love your ASCII car artwork.

It is a game which emphasize the resource management and survival mechanics a lot. You need to make risk/reward decisions like searching the woods searching for supplies at the risk of spending your energy or getting swarmed by zombies. It is really well designed.

Game occasionally freezes and ruins your run which is not nice in an already difficult game with permadeath. That's why i had to quit playing

But nevertheless it's an excellent entry to the jam  and i think it's fresh take on the traditional roguelike formula

Thx very much for playing my game and for your kind words. I'm glad you liked it. I didn't draw the art myself, i found some cool looking 1-bit asset packages mostly on Itch. Game is indeed hard and you're not the first one complaining about that :D I did some last minute tweaks on difficulty bcs i thought the game was so easy but it turned impossibly hard :) But from what i see the feedback on other games in the jam, they seem to be generally very hard. I played 12 of them so far and could beat none yet :) I mean roguelike is a genre known for it's punishing difficlty after all so i find it kinda normal

(1 edit)

This is quite an impressive game. I can't say i'm too familiar with the Australian culture and the slang but it seems quite genuine. It's crazy how each NPC has a different dialogue tree and you can speak to them like in a RPG game. There's a constant chatter going on shown with  floating texts. Game really has a very lively atmosphere and excellent sense of humour.

Sometimes it's hard to move around  bcs there are too many NPC's/enemies and the spaces are too narrow. Things can get hectic very quickly. Sometimes multiple enemies start to hit, i can't tell who is who, i can't find my character in the chaos. You wrote that there's a 10 slot inventory in the game. I tried all the keys on the keyboard and none of them opened an inventory and you can pick up items from the ground. I just couldn't figure out how inventory works in this game.

Also game gives you a hint that you can restore your health on a bar but it's pure luck to find one. I got killed until i find it. I think i managed to reach the Beer Garden's door 3 times but always got killed by the bouncer. I probably tried to beat the game like 10 times to no avail :) Way too hard for me

Switching between ASCII graphics and sprites is a crazy feature to add in a jam game  and it's very cool. I love your cover art btw whoever made it did a great job. It's pure 80's DOS game nostalgia.

I think it's one of the wackiest, funniest and most ambitious games of this year's jam!

This is the second grid-based dungeon crawler/roguelike fusion and the second 3d game i played in the jam. First of all the movement doesn't feel great as grid based dungeon crawler game. The movement is transitional while rotaing is instantaneaous. It should've been consistent.Upgrading system is a nice touch. Environmental hazards look cool but they don't work great for killing enemies at least to my experience. They keep walking into this conveyor belts and stuck getting pushed to previous tile and when i walk near them, i get damage bcs when i hit space they don't change their path they keep walking into same tile.

I don't like 2d sprite enemies on a fully 3d game but given the time constraints i'm not too critical about it, they look allright, it would be nice if there were a few more enemy types. Also the maps are a bit too empty. Not much points of interests. I think in general it's a pretty good entry considering it was made in a 7 days period

Game's story and tone reminded me of Torment: Tides of Numenera and a little bit PS: Torment. I think artwork is fine for jam entry, it kind of fits the abstract theme of the game. 

Combat didn't feel very intuitive and engaging. Switching to the ghost is a nice touch and  it adds some depth to combat. You die very fast in the game. I managed to throw all enemies into the chasm on level 1 and managed to reach level 2 , quit the game after dying there a couple of times.   I wonder how many levels are there in the game and are there any additional content further down the way. 

My opinion is that you had somewhat a story driven gameplay experience in mind while designing the game. Game has an interesting mood but not sure that it has enough content or a fun gameplay loop to keep the player engaged and play further in it's current stage. Btw i like the UI, menus, dialogue boxes too. It has kind of a 90's isometric RPG vibes.

(1 edit)

I loved the idea of a chess roguelike and i think your execution of it is almost flawless. Stylish artwork and cool sound design immediately charmed me from the get go. I like how the color palette changes in every level. I liked your approach for not using text for anything but shapes instead but this choice also caused me to not understand how some of the mechanics in the game work. For instance i understand that the color circle shows the turn of enemies with the same color only when i read your comment below :)

The farthest i could go in the game was level 8 and it was pure luck. Most of the time i get killed at level 5-6 :) Game becomes very challenging starting from lvl 5. Combat is very engaging and requires tactical thinking. I love that i have to calculate my every move like an actual  chess game. Game is pretty addictive and fun to play. I think i'm going to play it to completion. There is a bug in the game where the enemies can walk inside the walls and they cen go through walls. Another thing is that the number of enemies spawned starting from level 5 is  i think i a little bit too much. It becomes exhausting at some point. I played the jam version, maybe it's fixed in the post-jam version.

I think it's an excellent entry to the jam and i'm really  glad that you joined! 

the thing is that you can't cancel an action with escape or another assigned key as far as i've seen. Only thing that works is clicking on an empty tile. This can cause player to misclick and you can't take back the action when it's done.  It's habitual for me to click on the character to change the command but when i click on the char without cancelling attack order, it gets damage. It works differently than most tactics games i played

Thx a lot for playing my game and for your feedback!

The dungeon generation alghorithm of this game is different from most other roguelikes. There are no rooms. I initially planned it to be 40 levels and in every 5 levels the corridor width would decrease by 1 starting with 9 tiles. At 40th level it turns into a complete maze with 1 tile corridor width. I designed the game this way but then i wanted ppl to be able to complete the game and add an ending when you kill the boss on 10th level. But it turned out that no one can reach 10tl level either :)

I really like the chess board pattern but i will change it if i can make a full version of this game. Two other ppl gave negative feedback about it and i think they'r right.

My intention was to make a traditional roguelike and kind of a love letter to a roguelike game i liked a lot. But for the jam version i should've made it more playable. I think dying from overeating is a common mechanic in trad roguelikes.  I saw it even on Elin but i think you don't instantly  die from it there but i understand that it adds up frustration to an already difficult game. Some ppl probably thought that i trolled the players with that :)

(1 edit)

It's nice to see a tactics game in the jam for a change. The combat system seems to be pretty complex and well crafted but i think learning curve is a little steep. The how to play section is a nice touch and actually well made , it explains some of the mechanics of the game buti still got puzzled on how the  combat system works, i think it's too overcomplicated for a jam game and required further instructions.

I don't like that the characters and cards are entirely random. Every char starts with one free card but for example game starts a char with a melee weapon, that char has 4 max HP, it will go down with a single hit. I assign piercing arrow to a char, it can shoot only one tile away. One char starts with a teleport spell, but none of the cards in the card pool can be cards that can be useful with teleport and it's not a useful card by itself.  I didn't understand how combining the the cards work at all. You gave an example of shield and melee weapon on how to play section but i couldn't figure out to apply it to other cards. Also pls change the attack targeting system so players don't hit themselves. I hit my own character while trying to cancel the attack by clicking on the character and taking damage a couple of times, it was really frustrating :) 

 I like the Final Fantasy style character sprites and UI. It's a pretty polished game. It looks like a protoye of a FF: Tactics or Tactics Ogre kind of game with roguelike elements and it's successful at it to an extent. Into the Breach is a great example of a tactics game/roguelike fusion. I hope that you will create a game like that in the future. 

(2 edits)

Wow it was really a blast to experience this game. I'm not a huge fan of ASCII graphics honestly but this is one of the rare games which made ASCII appeal to me. I especlially loved how the sea looks like. There are all different kind of tilesets, mountains, sand, lava etc. and all of them look distinct thx to color grading and visual effects. It's truly remarkable. 

The game has a lot of depth and RPG mechanics. You can pick your crew from different races with different stats and perks. I think your crew member get a levelup too. You can upgrade your ship with new weapon and hull upgrades. I mean making all of these in  a week is truly worthy of respect.

The music of the game fits the theme very well and doesn't annoy you. Sea waves sound effect create the immersion that we're on the sea very well. The UI of the game has a DOS era EGA graphics look. I didn't like that it's too text heavy at first but then it grew on me. 

I think there are different factions on the world map which are represented with different letters. I wonder what those letters represent and i think some of those factions fight between each other bcs i was some NPCs fighting among themselves. 

So you beat the game when you find all the pieces of Amulet of Yendor? And you find the pieces through treasure maps. Is it random which treasure map shows the piece? I guess you also mainly earn gold by finding treasure. I found 2 treasure chests during my run.I find the treasure finding quite fun. At some point the entire world map is shown on map screen, idk how it happened.

Sometimes when i click on a tile with mouse my ship automatically went there and sometimes i had to click evertime to move the ship one tile at a turn. It wasn't consistent for some reason.

It's really a charming and fun to play game. I loved your work!

Hey thx a lot for the kind words and valuable feedback! 

- I thought i fixed the shield issue right before i submit the game turns out, i didn't. 

- I never thought about discarding cursed items, i should've disabled it. You're the first one who spotted that bug, even i wasn't aware :) That's great catch!

- Controls and UX definitely needs an overhaul, it's on the top of my list

- I added cursed items with the intention of creating a genuine trad roguelike experience and add some depth/extra challenge to gameplay but you're probably right. At the end the game became extremely hard to beat even without the cursed items.

- I wanted go old school with the sword/armor stats info but i couldn't be consistent about it. You can see your total AC but you can't see weapon damage range and To Hit percentage. This mostly get negative feedback so i'll definitlely fix this.

I appreciate a lot that you reported those bugs and areas of improvement. 

Oh nice a Dungeon Crawler/Roguelike hybrid. I love dungeon crawlers as much as i love roguelikes. The original Oubliette released on 1977  is the game which heavily  inspired the Wizardry series, i'm a Wizardry fan as well. I like the weird/trippy music and pencil drawn art work, they give the game a strange vibe.  An automap function would be nice. I don't know if i missed it mysefl but i haven't seen any points of interest on the map. Filling the dungeon with some interesting stuff  and giving some direction to the player can make the game more fun.

Nevertheless i think it's a nice entry

Wow it was trippy :) I didn't know you could make a game like this on Pico-8. It's quite something. I like how the tiles change with grass and mushrooms grow everywhere as we walk on the  map. The acid trip effect gave me a little nausea but it was cool :) I didn't complete the game though. You mention a tree we need to hug in the description but i couldn't find tree of any sort.

I like the creative idea and the cute Pico-8 look. I also like the trotting sound effect of the rainbow pony :D 

Thx, i tried :) Yes i realized that it feels like the tiles are flashing when you move. In the game i was inspired by they went for a chessboard aesthetic too but they made black tiles brown. I liked the black&white chessboard look so much so i kept it, So it's on me :) Maybe if the movement was lerped intead of snapping grids it would feel less jarring but idk

I added your feedback to my to do list for the next update. I was going to add picked item message on log but i forgot it.  I entered the "Select an enemy" string bcs it was my plan to do so but i couldn't pull it off within the limited time then forgot to change the log. 

Thx for playing my  game and for all your valuable feedback!

Interesting idea.I like the how bombs destructs objects and the ASCII graphics. When i press f to target laser and there's nothing to shoot in range, you can't cancel targeting mode and get stuck. It would be nice if you could've flesh it out some  more,  nevertheless i think it's a well crafted game even though there's not much content. Nicely done!

(1 edit)

I played 4 or 5 runs, died to the same monster at level 4 every time. I totally loved the meta story of the game and how it is executed. I'm an Old Mac fanboy and that UI and the graphics look fantastic.  I think the graphics of the game look very close to the Mac version of Rogue. Also the look of the desktop and UI captures Old Mac OS from 80's perfectly well. 

The "configuration tweaks" idea is very cool. Not only the map layout and enemies are randomized but game mechanics too! That's very creative. But i think if you had kept the idea of changing one mod per level, it would be much more interesting. I think the difficulty balance is a little off as i saw in other games including mine. The D monster killed in two hits with excellent health. I killed all the monsters on the level to up my stats and tried again but no luck. It's too tough.

Overall think it's a very out of the box, creative game with excellent aesthetics and i really enjoyed experiencing it. Congrats for your work!

(1 edit)

I died at the boss of the 3rd level, that's the furthest i could go :) Basic as it is, it's a complete game with challenges and victory/lose conditions and i think it's also stylish. Made with pure programming in 7 days. I admire the skill and hard work behind it. I think making roguelike games is kind of like a programming challenge for coders :)

(1 edit)

First of all i have to say that, i really loved the theme of the game. I have always been a sucker for air pirates and islands on the sky tropes in video games. I liked the graphics of the game. It has a good classic roguelikey feeling to it. It has good color contrast. Graphics does a good job for reflecting the intended theme of the game. I like the UI and HUD , they look barebones but i don't care about that in a jam game, they diplay the useful information to players. I liked that the player and enemy animation is lerped. Controls feel smooth. I like ranged combat but the starting revolver misses too often. The highlight effect which shows the gun's range is well executed. There is sneaking in the game i but i don't know how it works. I didn't see any stealth stat anywhere. I like the enemy aggro system and how it's shown with exclamation points. Pursuing enemies is a good mechanic to add tension to the game. Allies is a good mechanic, you can switch between multiple  characters. You can restore a part of your HP but i think the game needs some healing items i think it's one of the reaons it's too hard to progress in the game. 

I think i played more or less 10 runs in the game. When you activate the ship travel screen, there is a text saying Sky Islands 1/5 so does the game end when you pass the 5th island ? Or does the game has no ending and that's why you say it's incomplete. But in any case i honestly think that  it's a playable game with solid ideas and a great premise. I don't see a failure here at all. 

Thanks for your submission and good luck on your future games!

PS: There is a bug in the game which you see when you get an ally. The UI switches to ally's inventory but the inventory data is still the primary character's. When you switch to ally character in the ship, it's fixed. I think it only happens when you first get an ally

(2 edits)

No i think difficulty is unbalanced but there are some things you can do to reduce dificulty to an extent. Like finding and equipping all armor/weapon you can find. Using scrolls and wands. You can also grind your level to up your max HP. Also one tactic is to don't walk into a tile adjacent to enemy bcs it'll get a free hit if you do. Press space to pass one turn so it comes near you. I'll add some of those to description

Thanks a lot for playing and the kind comments!

I'm glad you enjoyed it! Yes game doesn't give you some basic  information, that was kind of intentional, i wanted it to be more old school. I was specifically inspired by a game called Dungeon Revealed for making this game. It's a game from the 80's and equipment information is not given anywhere in the game. You can tell the quality of the equipment from it's name.  Like when you see the name Plate Armor +4 you know it's a good armor. It was mostly like that in old RPG games too i.e Wizardry but ofc i'm aware it's an outdate design by modern standards. Although i made the gamelog display the AC of the player when they equip and unequip and armor. If you can find plate armor, helmet, gauntlet elven cloak and a two handed sword you basically become invincible but i reduced the spawning weight of some of those items so they are hard to find. Teleport wand and striking wand can help a lot in combat too. Polymorph wand is a wild card, you can turn  the monster to a more powerful one with that too. Magic map shows the items on the map as x, and exit stairs as reverse u. I guess i should've add these information  to description too :)  Yeah i think health regenaration helped tuning the difficulty balance but couldn't save it entirely.

Thanks for your kind comment and thanks  a lot for playing! 

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!

(1 edit)

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!

(1 edit)

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!

(1 edit)

"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.

(1 edit)

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!

(1 edit)

Thx!

Nice work!!

River City Ransom!!

(1 edit)

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!

(1 edit)

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!

(1 edit)

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!

(4 edits)

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.

(2 edits)

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.

(2 edits)

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!