This game is superb. Really like all the movement tech going on here and the vibes are spot on. I did not get to the end since I started playing this before having to get ready for work but I will be back later to get to beat it. I think the air deceleration could have been a lot faster though since it felt like the character just kept going when I released the dpad. It's not stopping me from liking the game by any means, but it does feel jarring given how good the rest of the movement feels.
Dinty
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I liked it, got through to the end. Thought I had softlocked myself after dying on the screen after collecting the treasure because all the eye statues deactivated, but I didn't. Was fun overall but the water section really could have used a another pass as the controls and collision there just didn't feel good. Collision in general was pretty wonky, and in some cases there were some issues with readability (the mushroom walls didn't look like they'd hurt the player). The puzzles were fun to figure out though and I kept pushing through because despite all of that I was having a really good time. :)
Ah, yeah, that's actually intentional since it was the only way I could fix that enemy's collision before the deadline. But I agree that it definitely looks a bit off and could be improved in the post jam version. Not sure if I'll fix that in particular but I'm making a note of it, definitely want to focus more on the big issues first. Screenshot helped, thanks!
Yeah, it has a lot of issues in the gameplay due to it being rushed around the end. Although it being cryptic was 100% intentional. I'm making a post jam version that fixes some of my personal issues with it as well as fixing a lot of bugs. I'm glad you checked it out even if you ended up not liking it.
Movement shouldn't be higher resolution since the resolution of the whole game is locked in to 256 x 240 and should be integer scaling, but I'll make sure when I look in the settings. Definitely adding more room variety post jam as well as making some tweaks to the dungeon algorithm and enemies to make it feel a bit more intentional. Thanks for the feedback!
I usually like to make my games way more difficult than most people do for jams. Although I'll probably take a break from that next year since I want to try and challenge myself every year. Working on a post jam version and that bug you mentioned was actually one of the first ones I fixed. Thanks for checking it out!
If you come back to this game, you might want to wait, I'm trying to fix a ton of issues like the enemy spawns near doors. That issue is personally driving me nuts and I don't want anyone else to suffer it too much longer. And yes, the time limit is really just there to keep the player moving. That said I'm debating making it a bit more strict in the post jam version to further drive up urgency. Also the level up screen having no buffer will definitely be fixed post jam. Very useful feedback, thank you!
Thanks for your feedback. Yeah, balancing was done kinda last minute, the difficulty curve is pretty wonky as a result and it's one of the things I intend to fix in the post jam version of the game. First time even attempting to make something resembling an RPG so I have a lot to learn. Thanks for playing!
I'm glad you liked it. I personally have mixed views on the gameplay but I'm trying to fix it up a bunch for the post jam version. Not sure when that will be out but I'm aiming for a few weeks after the rating period is over. I'm fixing a lot of bugs and adding new stuff. Thanks for checking it out!
I'm personally against adding any kind of speed power up to the game since I want the player to get good at using the default movement. I would much rather just try to better balance the enemies around the movement since that slow pace is something I really want to have in order to drive up tension. I'm working on a post jam version and one of the first changes I have made is the one you suggested here by having the ship appear in a different spot. Thanks for your feedback!
Congrats on beating it. This was my first attempt at something so ambitious. I had never made an RPG before, a roguelike, or for that matter something this open ended. There were a lot of problems with the development of this one as a result and it's got a lot of problems. Honestly it's probably my least favorite game I've made for this jam from a gameplay standpoint, but I deeply love everything else about it. I'm working on a post jam version that fixes most of my personal issues with it and adds things that I personally felt would have made the game better. The difficulty curve on this one was not meant to be as extreme as it was for instance, a lot of the balancing happened last minute. Thanks for playing and getting to the end though! I was not expecting anyone to actually clear it this time.
Pretty cool game, died a lot. The curse effecting the jump distance/height made the platforming a bit tricky. Was kind of shocked when I got a game over seemingly out of nowhere. I have a weakness for games like Castlevania so I'll probably be back to try this one again later to see if I can beat it!
Well, you guys easily earn 5s for graphics, audio, and nes feel. The game from what I played felt way too RNG heavy though in my opinion. Might just be from my lack of understanding but it seems really polished for what it's worth. I'm not really sure what the point is of the dice and the time limit both being there at the same time. I might come back to this one and try it again later and see if there's something I'm missing. Definitely hit the dungeon crawler vibe very well regardless of my issues with it.
Thanks for your feedback. I was considering doing that but just ran out of time. I'm uploading a post jam version where you can set the mouse sensitivity (and also fixed it so it's using the right mouse mode) later today. I probably won't add the second camera view though since I need to move on to other things soon.
Pretty cool game fellow rangler! I've noticed in the comments there's some people confused about the controls, I think the issue is that you drew a line from the cowboy to the first point in the lasso. If you make a post jam version I'd suggest making that line a slightly different color from the loop the player draws so they have an easier time telling where the loop begins and ends. Great job, pardner!












