the inventory management is very well executed. but the RNG can be brutal lol
maartene
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Very impressed with how the game looks and sounds. It's really immersive. I especially like the low poly enemies. There's also a nice variety of them - not just in looks but in behaviour also. And the loot system / equipment load out works very well. It already feels very complete, even if not everything is working yet.
If there's one thing I would improve its on the minimap: 1) show the direction you're facing and 2) show not just the tile you stand on but the 8 surrounding ones as well. then its much easier to spot corridors.
Still great entry!
great twist on the genre and well executed. its a bit like the Ocarina of Time. The idea of casting spells using commands has soooo much potential. For now, I would have liked the combat to be slower (my old hards are not able to input the spells quick enough) or difficulty to start lower and ramp up.
I was wondering whether anybody would do a Dungeon Crawler FPS. You did and you did not disappoint. It looks very good. I love the old school aesthetic with the limited viewpoint. Almost makes it feel like a handheld title.
If I had to name one thing to add, it would be a (mini)map. Because the narrow FoV makes it kinda difficult to orient myself. Though this could be a 'me' problem.
Cool game. It took me a while to get the hang of the controls, but once I read the manual (yes, I know), I was able to play the game. That you need to collect 'weapons' on the floors is an interesting twist. And the tutorial is very well made.
One thing I wonder is whether the additional keys/buttons are really needed. Shift left-click to drop, maybe just use right mouse button? Space to interact/F to analyse, maybe click to interact would have worked as well?
Cool game. It took me a while to get the hang of the controls, but once I read the manual (yes, I know), I was able to play the game. That you need to collect 'weapons' on the floors is an interesting twist. And the tutorial is very well made.
One thing I wonder is whether the additional keys/buttons are really needed. Shift left-click to drop, maybe just use right mouse button? Space to interact/F to analyse, maybe click to interact would have worked as well?
This is an amazing game. 🤩 I've done quite a few runs. And lost all in the second area... Guess it's a bit too difficult for me. In that time I saw many different cards, lots of different mechanics.
My only recommendation would be to ease the difficulty so players like me get more time to learn the game. And/or make difficulty configurable.
AMAZING!
Completed the game.
Can't imagine how much is in here: full party management, levelling, stats, equipment, elemental weaknesses, quests. Not only that, it works well together. Never did I feel completely stuck, I could always progress.
And the art really sells it all.
Those teleporters though... not sure I'm a big fan of those.
Amazing how much you got done in the timespan of the jam. The game looks and sounds very good. And it seems to be really big and deep.
And I really like the premise of 'somebody's gotta set up the dungeon for the next wannabe hero'.
And I guess thats my biggest issue. Other than talking to people and the combat, I was not really able to do of the interactions like refilling stuff. And I was really looking forward to that, a reversal like that. Its like I don't understand the UI or maybe it just didn't work correct on my machine?
First game I played and its a good one immediately.
- What's great:
The game looks and sounds very good. - Very intuitive to play. No head scratches/weirdness
- Cool pickup/equipment system that allows for various builds
What could be improved:
- It gets repetitive, especially as its unclear what you are aiming for. Maybe a slightly smaller map would help? Or some more variety/lore.


