Dont give up! Skeleton!
Low_RAM_Advantage
Creator of
Recent community posts
Lots of awesome stuff here.
- Visuals - incredible
- Music & SFX - great
- Everything is very cohesive.
- Fits the "countdown" theme very well
- I would have liked to be able to pause
- Bouncing off the walls is cool
- I wasn't sure if I could put two rings on the same finger. Then I saw two rings on the same finger in the reward selection! But when I tried I replaced my best ring :(
- Rings offered at different levels encourage the player to try new weapons. Very cool
- Because I can't see my hands during the loot selection, I'd like an option to choose "no rings" during equip phase. This game is pretty metal though, I could give that up as a design decision and just remember.
- I have no idea what "at least you got some power" means when you lose a finger. Are my abilities permanently stronger?
- Tether ring having no levels made me think it was unique. In practice it just felt like any other ring but I couldn't tell what level it was, so I didn't want to keep it.
- In the lategame when your ring slots are full... I'm kind of left without a goal. Am I ascending floors? What's the wincon? There's nothing to tell me how far I am in a macro sense. Then you lose a finger and know it's all downhill from there. I need the rush of "I can make it, I just need to hold on one more level" or something.
This was one of my favourite games I've played. Very polished, and again very cohesive! You prioritized the experience and all elements (visuals, sound, gameplay, etc.) told the same story.
Cool game!
- Sound design was good
- Art was really clean!
- movement felt a little clunky on keyboard. I think free movement would have been more fun for me.
- Puzzles were good (could have used more of them)
- I would have liked to just click the letters for the word puzzle instead of dragging them. Maybe that's just a skill issue 😅
- Being able to exit out of a minigame in-progress would be nice
- Pausing during the guitar minigame messes up the win-condition on unpause
- Level 3 is tough! I'd like to see a bit of the room during the minigames to see other timers.
Overall good concept with great art & sound design
Loved it.
I played for an hour stuck on the final day. I couldn't beat it and gave up 🥲
It's hard to see which tasks are lit up sometimes.
The colors on the screen make it hard to play simon says (making you do that one last. If that's a design decision that's neat.
Sometimes the arrow didn't show up on the random number guesser.
Other than the arrow thing it was a real good experience.
Very polished. Balance is very difficult!
I consider myself good at card / puzzle games and I couldn't make it to the 2nd boss. earth trinket might get me there?
A few thoughts from my experience:
- I'm not sure what determines discard cost.
- I'd like to see the discard cost updated when you have free discards
- I wasn't sure what the cross trinket would do from the description
- Popsicle didn't give me the bonus for opposite pairs. Only adjacent.
I spent so much time trying to get a broken build. Very addictive game.
Hey. Cool game. I spent more time on this game than any so far.
A few thoughts:
- it would be helpful to hover buffs to see what they were
- adding debuffs there as well
- numbers for current end of turn damage could be better visually represented
- enemies doing things other than attacking (modifying end of turn damage, buffing themselves, etc.) are cool.
- card design is cool
- It wasn't clear that my deck was cycling itself. And even after learning how it worked, it would help to know when it's cycling.
- I got stuck in a fight with enemy #3. Neither of us had enough damage to kill the other. I got to 30 turns before I just quit. I think the game needs some anti-stalemate mechanic (ramping end of turn dmg?)
Thanks for the cool experience.
Really interesting experience.
I like the artstyle. Being intentionally limited like this made it feel perfect in what it was attempting.
I liked the dialog, it made me feel for the characters immediately.
I wasn't sure how to progress after I thought I had talked to everyone. After a few minutes of running around I just spent all my matches to see if I needed to run out to progress.
Then I saw the parade, I didn't realize I could move during this state at first.
Really good sound design overall. Especially the little beeping sounds as the text was drawn.
And the map was just big enough. I liked how it wasn't a maze, choosing to have the gameplay through interactions instead of being lost.
Really interesting experience.
I like the artstyle. Being intentionally limited like this made it feel perfect in what it was attempting.
I liked the dialog, it made me feel for the characters immediately.
I wasn't sure how to progress after I thought I had talked to everyone. After a few minutes of running around I just spent all my matches to see if I needed to run out to progress.
Then I saw the parade, I didn't realize I could move during this state at first.
Really good sound design overall. Especially the little beeping sounds as the text was drawn.
And the map was just big enough. I liked how it wasn't a maze, choosing to have the gameplay through interactions instead of being lost.
Hey, cool concept.
Played through the game, here's some thoughts from my experience:
- I found a spot where I could step out of the map
- Adding background music would make the game feel great immediately.
- Given there's a lot of walking, I'd like something I can do a the same time to sate my ADHD brain (rolling, etc.)
- I could knock enemies out of bounds and enemies could follow me out of bounds. If this is intentional maybe an enemy like a ghost or a wraith would better fit this game.
- The enemies felt optional. I had enough health to ignore them all and just run to the trapdoors.
Pretty clean art design for a first submission. Good stuff!

