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Kozure Okami

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

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Man, i wanted to explore the last area and fight that dragon so bad!

This is probably the game which gives off the most DOS game feeling in this year's jam  or maybe even among all DC Jam games. Attention detail in order to create that genuine DOS game feeling is incredible. The DOS console, BIOS screen all of that stuff has meticulous detail. none of them feels fake.  I think choosing the ANSI graphics for 9 days game jam is a very bold choice  and you guys pulled it of gloriously.I imagine that it must be daunting task.

I was intimated by the game at first but after a short while it really started pull me in. It's one of those games that you can't drop until  you beat it. That's because it has an engaging loop, lots of stuff to do and send of progression. I was really surprised that the blacksmith get new stock after i discovered the mines. There's always some quests to keep the  player busy,  you unlock as secret area through talking with an NPC. I mean it doesn't lack any aspect of a RPG game.

The RPS theme is incorporated incredibly well. I totally loved embuing gem mechanic and elemental weakness/resistences. It works perfectly well and feels great. Honestly i'm not too familiar wit ANSI graphics so i don't really have a nostalgy for it and the extreme low resoulution put me off at first but i accepted as it is and kinda get used to it. This didn't take away from the immersion of the game in any way. I loved sound and music. It sounds extremely professional and it has astoundingly genuine DOS game feeling.

Absolutely a great addition to the jam, thank you and your team for sharing it and thx for co-hosting the jam!

Another DC Jam another great Team Dashing Strike game! I beat the game in 185 minutes which is logged in the Hall of Fame. I had some breaks during that time and died two times but i think it's quiete a lengthy game for game and you were considerete enough to add a save system knowing this. Even though i didn't use any saves, i'm thankful for it. 

I like the graphics of the game eventhough the art style is not exactly to my taste. You managed to create a very nice visual distinction between the 3 elemental caves. There's a good amount of variety in levels and monster art. I especially liked the monster art. The main character's voiceover is very nice, i wonder who the voice actor is, the song in the end was great :)

I like the implementation of deckbuilder combat in this game. Comparing it to other deckbuilder combats in other game in this year's jam, i found this one the most engaging. Replacing HP with cards is bold choice but i think it adds good tactical depth and tension to gameplay. But i takes some time to understand it. I died two times until figuring it out, it was a little frustrating :)  The variety of cards are very abundant and most of them are useful cards. Combat is very good in general. It didn't make  much sense to me that we have to pick between buying a new card and upgrading between levels, bcs they are bought with different resources. 

I had some slight issues with the game but nothing too great. There's the FPS drop issue i experienced on firefox and  i think i had some difficulty with camera perspective/FOV which can make it hard to notice some of the objects/doors etc.

I really enjoyed playing it. Thanks a lot for sharing this great game! Hope to see you next year again!

This game is very fun to play. One of the games i was able to complete in this year's jam. I think it has a perfect length too. Difficulty is very well balanced but also engaging, not bore or fatigue the player at any point. I started playing it and completed it in one sitting without a break. It's the perfect jam game for me.

I didn't know how to dispose the debris at first but after reading the instuctions on the game's page, it became clear. Also i didn't use the analysis feature at all, i think that was for analyzing the weakness of enemies. I figured it out with trial&error. But i think the game falls a little short on explaining some of things to the player, items need tooltip descriptions they're not even named in the inventory. For example, there is this blue vial object which i thought was mana potion or something bcs mana potions are universally depicted in blue vials, it turns out it's some kind of holy water. And i also discovered later that it has an AoE attack. It kills multiple skeletons at once when they are adjacent although i'm not entirely sure of the radius of tiles it's effective on. I mostly found about those things through trial&error.

I think both of the themes, cleaning up heroe's mess and rock&paper&scissors were incorporated incredibly well. I like the main game design too. You have limited inventory space, you have to explore the map, find the weapons first. You need to drop something to pick up the debris. Enemies are well placed on the map blocking entry until you get the necessary weapon to kill them. Very good level design.

Graphics are decent, l like the monster artwork. Controls feels very good. Intuitive and snappy. Love the cover artwork too. It is apparent that it's AI generated but it depicts the contents of the game very well and looks very good. Definitely a great addition to the catalogue of games in the jam. I'm glad you submitted it. Nicely done!

It was a trippy, 4th wall breaking experience. Totally loved the art style. The first half of the game has this red-white color palette which reminded me of Mirror's Edge. Second part is like the dark version of the first level. I was collecting the  dragons on the first level then suddenly i saw the connection lost text on the screen and we are teleported to the second level. I'm not sure what happened there. There's probably a story explanation of it but i couldn't beat the game to learn about it.  Second level is scary and tense with the monster following you around but i found myself infinitely running in circles and get killed by the stalking monster while looking for the last key, eventually had to drop out at some point.

I love the voiceovers. I think the narrator's voice is Local Minimum. I heard his voice in his streams before :) I really appreciate the voice acting but there's maybee a little too many of those in the game. I'm not a fan of autobattles but they didn't bother me. Choosing loot and inventory is cool, it makes the game feel more like a RPG. I like the visual language of the game for example showing encounters with exclamanation mark, stronger enemies are red exc. mark while the weaker ones are white. So you know what to expect. But those enemies keep respawning after you kill them once and they're gapblocking enemies, i didn't like it so much. Also we keep getting xp and upgrade our skills with those. I randomly clicked on the skills, not knowing what exactly they do. Also what happpens when boredom meter goes entirely full. Is that what triggers the second level?

It's a very cool, original game with nice stylish graphics. I enjoyed experiencing it and i think your game adds great flavor and quallity to the jam. Congrats for your excellent work!

I like the Space Hulk style derelict ship exploring theme. I like our mother ship too. There's teleporter and stuff and you can jump between systems(that star chart looks like the one from FTL btw) cool Star Trek vibes, like the atmosphere and the worldbuilding.  The retro style graphics look nice. I espcially like the dithering effect. 

The deckbuilder combat is straight from StS, which i have beaten recently, so it was kinda strange for me to see that here :) But i like the implementation of it. New cards in the ship cost too much. I could buy only one in every 2 runs. Trashing cards are expensive too. You don't get too much scrap from runs. I don't get what biomass is for. You don't buy anything with it, i didn't see anything in the game that it is used. 

The emphasis on combat in the game is too much for me. If someone made a pie chart of things you do in the game, probably %80-%90 of that chart would be combat. There's almost no exploration and maps are very straightforward. Maps only serve as arenas to kill the monsters. The layout of each ship is different but they look identical otherwise. I wanted to beat the game but the frequency and number of combat burned me out at some point. I had to drop on the level before the last one. Game is pretty long too. I played it at least for an hour maybe more. Not only there is too many combat encounters, the time combat resolves  is not very short either. It felt really repetitive to me at some point.

I really admire you  for making this game with an engine you built from scratch. That's an achievement in itself. Some of the things in the game can be improved maybe but i enjoyed it overall. I'm always down for a Space Hulk/Star Trek kind of Sci-Fi crawler anyway :) 

Oh i just realized that the Louvre mission in your game was inspired by the 2025 Louvre heist :D  The crane, the disc cutter to cut glass windows, don't think that all of that can be a coincidence :)  It's a pretty cool reference, i loved that!

I like the core gameplay loop in general. The game is pretty innovative as a crawler. I especially like the interactivity with the world and unlocking new tools as you complete missions.

I left the Louvre Museum mission without completing the objective and  game ended with the credits roll. I started again. I completed Office and Building site missions first but Louvre mission didn't get unlocked so i had to quit the game without completing it. I already played the Office mission 3 times at that point. But it's a very fun and creative game, i enjoyed playing it and happy to see your game on this years' jam. I played your games in the last 2 jams too :) Love the scoreboard feature as well. Pretty cool entry, nicely done!

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I like the very charming hand drawn enemy art. It's not made with a digital tool either, old school pencil drawings on paper. It's very stylish and cool. Environments look nice too but resolution looks pretty low. It looks like 800x600 but i might be wrong. Also camera FOV is too low for me. I think camera perspective needs some adjusting. The steps are too small, it felt like we move half the size of a tile or tile size is  1x1 or something like that.  I'm not sure how i feel about the compass but i find it a little jarring. I like to see it on top-center of the screen. 

I played the game on Firefox. I tried 2 times, the game got stuck due to the same bug in both playthroughs. Sometimes when there's only one enemy left it doesn't die even though it has 0 HP and you can't do anything. Also when you exit fullscreen mode in that situation,  the embedded window mode get completely broken. Game doesn't fit the minimized window and you can't make it fullscreen again. Good thing you uploaded Windows version too, WebGl version isn't too stable.


Btw i like the Zelda style dungeon thing where you're locked in a room until you kill all the enemies. Nice work!

Another game in this year's jam with fantastic 2d artwork. If i had to give score to the graphics of the game out of 10, i would probably rate this game 8 or 9 which is a quite big considering how beautiful the games look in this year's jam. It has this 80's game vibes but kind of has the mid 90's Window 3.1, Win 95 game look as well.  Sprites look high-res and sharp. I totally loved the enemy designs and their animations in particular. The enemy designs also have this cartoonish and humourous quality which i enjoyed a lot. The environments look also great. The building and their proportions in the 1985 city area reminded me of Bard's Tale games.  I love that you can walk on rooftops and can jump between buildings with a success roll. I like the  interconnectivity between the maps as well. They are divided to 3 layers. Rooftop, streets and sewers. Also i think enemies can follow you when you changed elevation too.


There is this exclamation mark warning which i think warns players that there's an enemy nearby. I think enemies respawn in certain intervals in this game and i have to say that i didn't find that very balanced.  Especially in the future levels i got chased by 4-5 enemies at once sometimes. Also i think in this game there is no aggro system  or anything like that. Enemies start to chase you immediately after they're spawned. So it seems very hard to avoid combat in this game. 

The main issue i have with the game is that i cannot progress in the game at all and that's mainly due to game's difficulty , at least for me. Too much encounters and too little resources, or i just suck at it idk. I think i played the game at least 4-5 times from the beginning. I died at the old lady and 2 dogs encounter at the 1985 level everytime. I can live longer in 2019 levels bcs we start with medikits and stuff and get medikits and stun grenades as loot. I managed to find the digital map as well. But again after a few encounters, i ran out of medikits and die. I couldn't find a way to revive KO'd chars either. Apart from that , i actually liked the combat system, i think it's pretty solid. You can stun enemies with stun grenades and stuff that is cool. Without stun grenades we got immobilize skil to stun enemies but it has a very low chance of success. It failed most of the time to my experience.

Overall it's a very charming game with gorgeous retro graphics. It is always a pleasure to play your game and seeing your entry in the jam!

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Hey man what's up? Good to see you back here after 2 yrs! You reviewed my game on DC Jam 2024 as well. Thx for paying and for your great feedback.

I noticed this 2 days ago, there's a duplicate locked door behind the unlocked door. You can notice that there are 2 door handles there. The duplicate door is locked. When i created the door prefabs, i forgot to delete the old door objects on some of the doors on the map. It's what barring the enterance. That door wasn't supposed to be locked normally. You don't need keys for wooden doors. You need keys for Iron Doors but since the access is blocked to the area where the iron door keys are, progress is blocked for good.

Yeah i think i did good on perspective. Not to brag but i think my game's camera perspective look better than most of the 3d games in the jam. :)  I put a lot of effort on level design as well. I designed it from scratch a few times, not satisfied with the previous versions. I'm very glad that you noticed the monsters fleeing from battle. I have a morale system in the game for battles but i ran out of time before i could properly adjust it and there are only 2 types of enemies minus the bosses. I wanted mushrooms to be coward enemies for example. They're basically running for their lives just like in the anime lol.

The implementation of  hiding and backstabbing is directly from Wizardry which is ofc inspired by DnD like every RPG in existence :P  For lockpicking doors,  detecting/disarming traps i was heavily inspired by Wizardry 6. In the future builds i plan to implement the front row-back row system from Wizardry as well. Battle formation is very important for me in party-based RPG games too.

I don't think slowneed of movement stems from your rig, it's the base movement/rotation speed of the game. Others have complained about the other issue as well.

Yeah consumables are one of my biggest failures in the game. Like it's the most basic thing and i screwed that up by adding  potions in the last minute. 

I haven't noticed the battle commands bug before you wrote this. Thx a lot for reporting it. I'm adding it to the bug list to be adressed.

Thx for playing and for your kind words! Restarting function is very glitchy, i added a note to description warning players not to use it. "No thief in the party" text is a bug too. It actually recognizes  the thief and lockpicking-detecting/disarming traps actually work. I tested that after i submitted the game.  Yeah i think one thing i managed to do well is the dungeon atmosphere. I like the warm lighting and the gloomy dungeon ambience. The stylized textures contribute well to the ambience too. I got somewhat close to the atmosphere i wanted for my game.I think good SFX makes half the atmosphere and game feel of a game. It has a very important role for making the game more immersive.

This is my biggest embarassment about the game. I added potions on the last day of the jam and didn't have time to test them out. Also the cooked dishes don't replenish food but it doesn't affect gameplay since nothing happens when food gets to 0. I didn't have time to add the gameplay functionality of food system, it's kind of like a mock up right now. But i like my cooking system. It actually works very well with some very minor bugs. 

I am doing a list of bugs and to-be added features list right now. I'll start working on the post-jam version in a couple of days. I'll upload it as soon as the voting ends. As for the movement do you think i should increase both the movement and rotation speed? I need to finetune it by trial&error but do you think i should increase it like 2x? Bcs i want it to be snappy too but i want it to look and feel smooth as well.  I both wanted to participate to the jam and also wanted to protoype my ideas for the game i'm planning to fully release. It was a great experience in any case.

I played 1 run , i think i made it at least midway through the game bcs i believe i played it about 15-20 mins at least but couldn't beat it. Kind of rage quit when one of the monsters killed me with a critical hit when i had 7 hp :)

I'll start of with graphics. I think you went for a PS1 kind of aesthetic, sci-fi horror game. There is a strong atmosphere in the game but i found the low resolution and FOV jarring. Especially FOV. The metrics and proportions of the level felt somewhat off to me as well. I think lighting and shadows contribute the most to the atmosphere of the game. Especially shadows. I think you mostly used baked lighting in the game.

Free camera mode with right click works well but it's also glitchy a little. In combat you can normally select the cards with mouse but sometimes a bug occurs where you have to hold RMB to select the cards. Also after battles you choose to boost one of your stats. You have to hold RMB on that screen to click on buttons too. 

I think combat is the part of the game which deserves praise the most and i think that's where most of the effort was put on but it's not without problems i have to say. The artwork on cards look really nice. System works well for the most part. The roll die thing looks nice but from a player perspective i think it slows down the  game and make it much more random. Deck builder combat is already random, i don't think there is a need to add more randomness to it. Also that randomness can yield very undpredictable results which can be frustrating. Enemies were dealing 4-5 damage max then suddenly it spiked to 7-8 dmg. My total HP was 9 and i gave points to HP on every level up. We start with  5 HP which is too low. 

I think the map is pretty big and it was hard to navigate without a map. Darkness makes it even harder. There are some bugs in the game i found.;
- When i took the power sword after the sniper rifle, the latter was disappeared from the inventory
- Back button doesn't work on the settings menu on main menu scene, you have to restart game when you enter settings
- When you press switch weapons button, you can select only one weapon in the inventory even if you have more than 2
- There are some minor  UI bugs where menus overlap eachother. Some texture glitches here and there

It was fun for me overall. I enjoyed playing a sci-fi horror crawler game with a good atmosphere. Nice work!

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Hey thx a lot for playing my game and for your feedback! The bugs are not game breaking but unfortunately they make beating the game impossible. Bcs i completed the game, if i could just fix a few things in time, it would be a beatable game. I thought of teaming up with an artist but that's hard for me. I teamed up with others before in another jam. It didn't end up very well. The generative AI assets take about %10 of the total visual assests i used in the game but they're the most pivotal ones in the game so they probably stick out. If i can make this a commercial game, i'll definitely replace the AI art with hiring someone on Fiverr or something like that. I looked for a sprite good package for character portraits and enemies but i couldn't find anything to my liking. They're placeholders for now. 

You are supposed to replenish the food meter by cooking at a cook station and eat the dishes you cook there. But to my great frustration the dishes don't replenish food as health and mana potions don't replenish mana and health.  Also when food meter is down to 0, characters were supposed to lose HP on every step. I failed big time on that one. Should've tested it.

Amount of enemies don't increase later on, they are spawned with a random range of 1-5 enemies on each group. There are 2 monster groups max right now. I know that it's very unbalanced too combining with the fact that you can't use curative items and the monster HP being too high, it blocks progress for the most part. Fleeing from them is one workaround to make relatively more progress in the current build.

Ok my bad, i checked it again.  I saw that black background outlining the window borders when i look at it more carefully. It is more apparent on character screen as you said.

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I played a few times from the beginning. In first two i couldn't find the escape button so i got stuck. Then i got wiped in other 2 runs, then i realized i can save the game but it didn't help improving my experience honestly. After a rough onboarding, i started the game for real but i couldn't go too far bcs after a few fights i ran out of curative items and ammo having to go all the way back to the portal, get wiped out while trying to escape the  monsters. This loop burned me out hard after a few runs and i threw the towel at last.  Another thing  is that i think characters should have a melee attack as a fallback. When you get out of ammo, you're just helpless and forced go all the way back to town. I don't know how CryptRat beat the game but i couldn't come even close to it :) I think the enemies are too tough for a starting area, there's some balance issue here. 

To talk about the graphics of the game,  i like the atmosphere and aesthetics in general but i think you should have used a wider range of textures. I think there are the same green leaf textures everywhere, walls, ceiling, ground. Only different texture is the water. The green tone is way too dominant in my opinion. Also i played your game in last year's jam.  It was one of my most favorite games in that jam. Most of the assets in this game are the same with that game. If i hadn't played it, that probably wouldn't bother me that much.  Enemy sprites look nice, i like their animation and general particle effects in combat. 

Map design is pretty cool. The verticality, pushing rocks, using them as a bridge etc. I'm familiar to it from the last year's game but it looks good in this game too.  The systems in the game work very well and stable. I played the browser version. 

The handcrafted graphics look fantastic. It has a very genuine DOS game look. Kinda reminded me of Wizardry 6. UI looks great. The windows and their borders looks very cool. I like the whole HUD arrangement. Using mouse on the buying/selling screen is a little problematic. It's too sensitive, the list scrolls down with the slightest move of the mouse. 

Game is a little bit long and i think the combat encounters are too frequent. Quick save/load feature definitely makes the game more playable. I died only once at the last boss and lost some progress but i don't know if would play the game from start if there was no saving. I beat the game btw.

I like the implementation of weakness/resistance system in combat. It doesn't only apply to elemental spells, it applies to weapon types too, like blunt, slash and piercing. Also a very good incorporation of rock&paper&scissors theme. I think other themes are used very well too, especially cleaning up heroe's mess.

Having a quest system is nice but the kill x number monster quests can get repetetive after a while.  In area where you need to collect the treasure chests, there are some spinners but to walk over the firs spinner at the start of the corridor, you need to walk backwards :) I found it out by pure coincidence. I think it should be hinted to the player in some way.

Overall it's a complete and polished game with charming visuals. Definitely a successful game and i enjoyed playing it. Nicely done!

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Thank you, i will

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Hey man what's up? Thx a lot for playing my game and the feedback. 

I added the potions as a last ditch effort to make the game possible to beat but to no avail. I just saw that the potions don't work when i test the game after i submit. I should've spared at least a day to test the game and fix bugs. As you said if i could make those fixes in time it would be a beatable game. I completed  it,  just couldn't fix it

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Wow what a ride! I totally loved this game. First off,  as everybody else i have to compliment the graphics. This can be one of the games i played in recent years which has the most genuine early 90's VGA DOS game look. I mean you could easily sell this game as "The lost dungeon crawler game from 1992" to anybody. The keyboard only controls and UI has the authentic DOS game feel as well. One thing i found jarring about the UI is that , instead of having borderlines between windows, you just left space and Unity's default background color is visible in spaces between windows. I can tell that bcs i use Unity too. Another thing about UI i found jarring is that, there are attack and fight buttons which do the same thing. I was missing a flee button in the battle command panel too but i think you didn't add that bcs your main inspration for this game is M&M series. Fleeing from battle is not a thing in M&M AFAIK.

I usually dont like static gapblocker enemies but in this game it didn't bother me that much. Combat feels somewhat tactical. In most jam games, combat is just button mashing, this has some well designed combat. But in the second area all physical attacks miss %90 of the time on all enemies. That's where i figured out you can cast spells bcs you can only kill the monsters in the elemental cave with spells unlike the island map. My strategy was blocking with the fighter and cast spells with mage until i beat the game. That made physical attacks somewhat useless on second act of the game. 

The incorporation of the theme" cleaning up heroe's mess" is very clever. I never thought about cleaning our own mess but cleaning up other's mess for some reason. It is a pretty long game for a jam game. There is no saving but reviving on the last tile you die is good thinking to mitigate that. Difficulty is very well balanced. When you feel underpowered for an enemy,kill  weaker enemies get xp and level up. The loop works very well and feels engaging.

Absolutely a gorgeous and fun to play game. Congrats for the great work!

Thank you very much for playing my game and for your valuable feedback!
Which browser did you play the game on? I tested it on firefox, opera and chrome. It was working fine in all of them. I also uploaded the Windows version but i don't know if you're using Windows.

The maximum number of monsters that can spawn and their HP are way too high. Even if you had start the game with 6 characters, it would be too much. I tried to imitate Wizardry games which you can encounter cohorts of enemies but the chance of them spawning is higher on mid game or late game not on start. So i failed to balance that out.

- Yeah i think movement and rotation is a little bit slow too, i need to finetune that. I couldn't adress that during jam time, didn't want to spend too much time on that
- Yikes, i completely forgot to set the staircase layermask to "wall". Wasn't even aware of that, never walked towards the stairs to test it. Compleletely missed that one, thx for pointing it out
- Actually door's collider should be turned off when the door is opened. I didn't want that to block player movement in the corridors when it's open. The door automatically closes after 3 seconds. I think i should reduce that time to 1 second. I add this to my notes as well. I will look into it

The character portraits are placeholders in the current version of the game. For the full version of the game(if i ever manage to make it happen) i am undecisive between set characters or player created characaters. But i'm leaning towards set characters bcs i want it to be a story driven game. Player created characters feel like empty slates to me. They offer gameplay freedom but narratively speaking they feel empty. I'll explore the possibilites as i develop the game so nothing is final now of course.  I'm not happy with the final result but i'm not pessimistic either. I think this game is better than the one i made 2  years ago in DC Jam. That game was not even half complete. I completed this game. There is an ending. It could be a beatable game only with some minor tweaks and fixes. I think this is progress




In Wizardry games it changes rotation to any direction randomly. But in those games there are no automap, you're supposed to draw your own map on graph paper. Spinners are placed to disorient the player, make it harder to draw the map. Btw i guess the title of the game is an homage to Temple of Elemental Evil, the DnD adventure module. Even the font in the cover is same with the book cover. I played it's video game briefly years ago. I liked that reference too

Wow what a start!  This is the first game i played in this year's jam and it is was really fun to play. The pixel art graphics looks nince. I especially like the character portraits. Different areas look distinct with different textures, it creates a nice ambience. Enemies don't look to creative but still nice.

I managed to beat the game. I think the difficulty is well balanced. I died a few times but respawn button spawned me at the area enterance. It think this is a very good touch, you don't have to start over the game every time you die. That would be very frustrating.

The theme elemental rock&paper&scissors is incorporated into the game very well. I don't understand how the dizzy effect works. Is it like a spinner? But it doesn't exactly work like that. I totally loved the dice rolling  sequences. Maybe it's not a big part of the game but it adds a strong RPG feel to the game. I like that dice roll animation.

Overall i think it's a great game. It's very polished everything works smoothly, UI, controls . Nothing felt broken or janky to me. Congrats for the excellent job!

3rd pirate game i played in the jam lol. Why did the pirate theme got this popular this year? :) 

I really liked the graphics of the game. The wind system is neat. I like UI/UX too. I like how the tiles you can go are highlighted. It's a very clean and intuitive UI design. Combat looks and feels pretty good. I like the auto-resolved batttle with details showing in the UI. I don't understand how i die in combat though. Bcs i look at the HUD and hull value is always on 50, it never changes. You don't see ship's health anywhere, or i didn't see it

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Hey, thx for playing my game and for your feedback!  I chose black&white color palette specifically to try and capture the 80's Mac game feeling. The reason why there are to much open areas is that i tried to imitate the proc-gen algorithm of the game which inspired  me to make this game. In that game there are no rooms. The corridor width gets reduced by 1 grid in every 5 levels, starting with 9 grids . After level 30 the map turns into a complete maze. But the oversight is that, the game i'm talking about has 40 lvls in total while my game ends in level 5. I couldn't replicate the same effect with 5 levels.  It is definitely not a usual roguelike proc-gen algorithm and most of the traditional roguelike fans don't like it very much. The difficutly balance is off, some of the last moment tweaks made the difficulty extremely hard

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Game looks nice. I liked selecting different characters at start. Skill tree is very cool. There are lots of skills. I like how range attack and magic works. 

The sprite of all 3 characters are the same.  I think you forgot to map some of the keys. I pressed the ? key and nothing happens. I thought that's maybe bcs i use Turkish Q keyboard and pressed all the keys on the keyboard. Nope, nothing opened the help screen. Also climbing stairs  is done with a key command and i couldn't find which key is it eventhough i pressed all keys on the keyboard so i couldn't go to the next level. You can pick up items  on the floor so i assume there's an inventory in the  game but i couldn't find the key to open it either. Other controls seem to work. Numpad movement keys are fine but others are weird. Selecting skills then targeting the enemy and fire does not feel intuitive and i didn't like doing with melee attacks too. I prefer the classic bumping into enemy in roguelikes for the melee attacks. 

Second pirate game i played in the  jam.  I like the EGA style graphics. Game is very hard and grindy. You need to keep sinking enemy ships for loot and loot is not consistent, also i had to spend almost all the gold i get from loot for repairs of the ship almost after every combat. I think this slows down progress a lot. 

Other than that i like the proc-gen world, the art, UI. It's a pretty neat, original game. I enjoyed playing it and i appreciate the creativity behind it

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Hey thx a lot for playing!  Combat doesn't end in mid fight. Enemies flee from combat but i did a terrible job balancing it out and communicating it to the player. A message appears in the battle log saying that the enemy group fleed from combat but victory window triggers very fast before player has the chance to see the message.There is a morale system in the game, each enemy has it's own morale value when it goes down to a certain threshold they flee from battle. You probably noticed that you didn't get loot and xp from the fights which ended abruptly, that's becase monsters fleed. You don't get xp and loot from escaped enemies. I need to finetune the morale threshold and flee chance of monsters


WebGl build's file size is 195 MB. The loading time is a little long the first time it loads it. I uploaded Windows build too. Didn't have time to take Mac OS and Linux builds, also i don't have systems to test them 

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I like the Lovecraftian theme of the game. Reading books makes the corruption go up but you can learn spells. I didn't play the game long enough to see what happens on 100 corruption but i'm curious about it. Do we instantly die ? Stress meter goes up when go to the tile adjacent to monsters, but monster do not actually attack us and you can easily replenish stress with pressing a key or petting cats. This, combining with the fact that there's no actual combat in the game reduced my engagement to the game and the tension for me significantly. I wish there was a classic HP, hunger bar and in addition to that a sanity meter like in the Ctulhu TTRPG game and other Lovecraftian themed games. 

I think the map grid size is too big. When you create levels this big, you need to place some point of interests to keep the player engaged and pull them into the game.  I think game falls a little short in  terms of content. Also i wish there was a fullscreen option or the resolution was higher, the screen size was a little small for me.

I like the narrative style of game and the classic authentic roguelike UI and classic ASCII graphics. 

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hey i just noticed this part in the video 10:12. Constituiton scales HP but it's calculated like in DND. Max value of hit die + CON modifier = level 1 HP. Fighter's HP is higher than Sage's on level 1 eventhough they both have 15 Con because fighter's max hit die is 10 while Sage's max hit die is 8. Sry for the  late reply

Interesting idea and sytlish visuals. I love the transition from ortographic view to isometric. The  2.39:1 aspect ratio is a nice touch. I like that combat menu and overall UI, everything is very smooth. Music is too repetetive and gets annoying shortly after game starts. I didn't find gameplay very engaging and tactical. We just continiously kill every enemy which we see on our way. I didn't see much in the way of goal or purpose. But nevertheless i'm glad i experienced it. It's one of the interesting and unusual games of the jam, i like it

I really liked the proc-gen world generation and the colorful graphics of the game.  I didn't find combat particularly engaging but  it works. Didn't like immobile enemies that much but i like the abstract design of enemies. When you click on a hex, the HUD shows the food you will consume until you get there , this is nice feedback i like it.  

From a technical and visual stand point i find the game very intriguing but gameplay wise it didn't stimulate me that much. I couldn't find a sense of purpose or a goal in the game enough to play it on the long run.  It was definitely worth checking out though and i'm glad i exprienced it. One of the most unique and interesting games in this year's jam probably

this is the second chess roguelike game i played in this jam. Game is very polished. Visuals and UI/UX is excellent. The gameplay is fun and idea behind the game is clever as well. However game can softlock at some point. Or maybe softlock is not the right word for it but the combat does not get  resolved for a long period of time which made me  have to drop the game at some point. I have one pawn and one knight while there are only one knight enemy remained. We went back and forth for half an hour, evading each other's moves, it felt like it will go on forever. Nevertheless i think it's a well made game overall, congrats on your work!

I like the artstyle and the  SMT style vibes. Wish you could have flesh it out more, i think it has good potential

Thx for playing 

oh those are trees? I thought we are inside a cave so i assumed those are rocks, stalactides or something :D

LLM for NPC dialogues ? That's interesting. I'll check your game out. I saw couple of games like that on AI and Games jam, you're probably familiar with the site. It's a youtube channel about AI in video games. Tommy Thomas covered some games which LLM is used for NPC dialogues as well on the channel

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Interesting and creative puzzle game/roguelike. I think the idea behind it is pretty creative but i personally don't think puzzles work too well with proc-gen levels. Some of the generated levels make the game almost impossible to win. I think puzzles are something that should be hand crafted. But i also think that it's nice to experiment with the idea and game jams are the perfect platform to showcase those ideas. I liked to see it in the jam and i enjoyed experiencing it

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Cool and well made game. I think the main source of inspiration are games like Enter the Gungeon and Nuclear Throne. I haven't played those yet but i know how they look like. 

Combat mechanics work very well. Reloading looks very cool and adds depth to gameplay. You  can buy stuff and get upgrades, that increases the game's score.  There's line of sight mechanic like a true trad roguelike, another point added. 

Things i didn't like:
- You can carry only 1 item at a time. I mean there's an inventory system in the game more or less. Just make it 10 slots why i can carry only one item?

-  The way you use items in the inventory is too clumsy. You shoot the medikit, pills scatter around and you collect them. Why do i need to waste ammo to use an item. It doesn't look good unless i'm missing something. 

- Some kind of automap would be great bcs you keep running in circles while your vitals are going down and everywhere looks so similar. There's no distinctive area or point of interest you can use a landmark to get some sense of direction.

I like the game in general. It's nice to see a Enter the Gungeon style game in the jam. It adds variety to the jam. Nice work!

i would contact itch.io staff for that. One of the reasons could be that your account is opened recently and it's being reviewed by Itch.io. Also why is the game's file size this big? There's nothing that could take this much disk space as much as i have seen from the screenshots. This is a 2d pixel art game. Most of the games in the jam are below 100 MB even 3d ones and can be played on the browser

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This is a very creative game with an excellent visual style. I love the neon style shiny sprites and the contrast. The sonar sound wave effect looks great and it's executed very well. 

I have couple of questions. When you fly into a certain direction for some time you encouter dense rock formations, are those the boundaries of the level? Bcs there are spaces between them which you can squeeze through but it's very hard to do and i often died while trying to do that.

I don't understand how you eat the bugs. I didn't notice any change when i flew or swoop towards them and what's supposed to happen when we eat the bugs, restore health?

Is the purpose of the game survive as long as you can infinitely or does it have an ending?

My verdict is i love the visual design and very creative theme of the game. In terms of gameplay loop, i couldn't find a sense of purpose and engaging gameplay but it was interesting to play a bat simulator for a change. How bats find their way in the dark is very well simulated in the game. I think this is one of the most visually appealing games of the jam i have seen so far and i'm really glad that you submitted this beautiful game