Gameplay is interesting, even if digging is a bit tricky it's cool to play ! 👍
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I wanted to play this game instantly when I saw the first mockup, because I love the art style.
But as other says, there are bugs that make it not as fun as it could be... Jump is strange, like in weightlessness, and Bruce Bee is stuck at one tile from the bottom of the screen, so it's difficult to see where we're landing (too many times it was on a spider 😱)
If you make a post-jam build, I'll be happy to play again to see where fate is pushing Bruce Bee ! :3
I find all the money ! Yay ! 🎉
Seems easier than the first adventure (not a bad thing), even if I got trouble finding the last 3cts. I enjoyed playing, and I really like this little cat now :3
Couldn't win the Queselha and Lapuerto fights because of a bug (no victory after killing all enemies), but it was nice to play!
(I think it needs an in-game reminder of strength/weakness of each units, as I was constantly looking at the game description x))
Nice game, I like the concept ! Movement are hard because the player's one seems "turn based" but enemies always move. I had trouble using checkpoint to change mages, input seems to be delayed.
This game has potential to be better ! ;)
Thanks for your comment ! Here are some answers :
- That's right, enemies need to be balanced ^^"
- Opening a chest healed you ? Oo
This is not supposed to happen... Due to lack of time, chest should do nothing except changing their sprite.
- "Secret passage"... are actually a bug because I don't show the sprite of doors when they should lead to nowhere (out of bound of the dungeon array)
Well done to have found them!
Thanks again for your feedback, I'll look into these bugs and ideas !
This is a very cute game ! I loved it !
Some small things : is that normal that I can finish the game (I got all the fireflies!) without all the keys and without opening all the doors ?
And I don't like how the background moves with the character when I jump. A bit of parallax movement would be great ! :)
Nice game ! 👍
I get to the end, I've seen the feels coming but it was nice.
I liked the way you set up the story :)
I had trouble with the way the character move (but it's logical with gameplay, I understood that later) and with the fact that weeds appear exactly when I want to plant x)
Thanks for your comment !
Most of that is bug caused by the lack of time (I posted a devlog to explain the situation :P)
At this time, there isn't really a goal, so you can consider that you have won if you killed one enemy in each of the nine rooms. (hard because there is currently no options to heal yourself !)
Thanks for all your comments ! :)
@crabmusket: Oracle of Ages/Seasons are some of my favorites games, so it's can't be a coincidence !
#3 - Rush (2 days before deadline)
Since the beginning of the jam, I've tried to work on the game in between other time-consuming things. I thought that it would be easy to have a base for the game using the official Unity 2D "Roguelike tutorial"...
But I was wrong, so very very wrong. I couldn't fix bugs because of the way it was coded. Couldn't make it "my own" because of these techniques that I'm not used to, and I did got very frustrated not being able to understand and expand it like I wanted to.
After tried all the ways I could try to make it work with that base and failed, I decided to start again from scratch ! Keeping some little things I understood and learned from the tutorial, but making the game the way I'm used to, with tiles and arrays ! 😋
So the programming of the actual game started two days before the deadline of the jam. I had a sleepless night, a lot of coffee ☕ and an 9 hours long livestream to try to code all the thing I wanted to be in the game.
What I wanted to be in game :
- Dungeon generation (from a list of room templates with procedurally placed doors and torches)
- Movements (in room and between room)
- Balanced combat, traps, different enemies types
- Animations, sounds and music
- GUI, Inventory and items
- Title screen, Game over, etc
- Goal ? Kill count ? Number of floor survived ?
What I had at the end :
- Dungeon generation (from a small list of room templates and static doors and torches)
- Movements (in room and between room)
- Combats + Traps (only bats and pikes)
- Game over close the game. (ultra quick fix 5mn before deadline 😅)
- A lot of bugs
- No Goal, actually. 😧 (But if you kill one enemy in each of the nine rooms, consider that you have won) (Enemies weren't meant to respawn)
You can see the differences between the two lists.
I'm far from what I wanted, but I'm happy of all the work I did before deadline ! Live stream programming was also a great experience !
It was a really cool Jam and I'll love to participate again next year ! I've already seen a lot of cool games in the
Now, I want to work on the game to make it whole (add all I want, and more, like a map screen), and learn a few things by the way (like Dungeon generation and tile-base pathfinding algorithms).
I'm planning on an update for this month's end ! 😜
A small rogue-like inspired by Zelda 1 !
#1 - Mockup !
The idea of the game is based on a mockup I did for Pixel_Dailies. The theme was "Dungeon", and I got inspired by the dungeons of Zelda 1. Some 8*8 tiles later, I've got this :
Then for the jam, I've extend the mockup, with a title-screen (there will be a transition between up and down), some more tiles, characters, items, and the inventory !
There is a lot of things I'm gonna change/rework, but this can wait. ^^
#2 - Unity
For now, I need to work on actually making the game !
And it's gonna be hard. First problem, the resolution... But hopefully, with the help of the people on the Discord Server, we have a guide !
But I think I'm gonna try another method. Will talk about it later !
I've had some problems with the import of my sprites, but again, people of Discord were here to help, thanks !