just uploaded a postjam linux version with everything it needs to playin its current state, if you still want to try out the jam version you should be able to just take libcimgui_sdlgpu from this one
Nasty Old Wizard
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yeah I'm using c# so no static linking unfortunately unless I make a wrapper for all the c parts that static links everhrhing, I'll upload a version at some point with all the dependencies and remove cimgui from the build, unfortunately didn't test this all out with my game engine in time for the jam. ideally cimgui and shadercross shouldn't be needed, but things are a bit sloppy atm. thanks for giving it a shot tho!
The art and music are great, but the game was kind of frustrating, the AI run off and do their own thing and I couldn't read a thing in the tutorial because of it. Once I jumped into the actual game I was even more confused, any time I touch a crytsal thing I get teleported to the checkpoint near the AI, so again I wasn't actually beating anything in the level and just constantly disoriented. Maybe I just suck at the game or should play with no AI
This Game is sick af, the art is fantastic. I think it would benefit from the dice rolls being more similar to mario party where you can kind of control what you die lands on (even tho I can never land on the one I'm aiming for anyways) I would also thin out the number of monster/spike encounters early on so the player is eased into the game, I got blasted in 2 rolls on my first play. Still a 5/5 from me tho
feels very bloodborne-like, good shit.
- found a glitch where when your dude wakes up and you're mashing the attack buttons, he just keeps falling down. maybe its a feature idk.
- really dig the art, real clean and not cluttered
- feel like the attacks should have more pushback, I often found myself stuck in the middle of some enemies unable to fight without getting killed or having to walk back a few steps. maybe I just suck at videogames.
- controls feel tight
- you don't have to do this, but I think it would be dope if there were rooms that were nearly pitch black (maybe only able to see like 5-10 pixels infront of you) where you need to hold a torch in one hand, or some magic light spell, to be able to see where you're going.

















