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Nauti

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A member registered Jan 31, 2024 · View creator page →

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Thank you for the feedback. one can dream. I'm afraid the game lacks some optimization so I'm not sure that will be the case lol.

I didn't know it was a problem until this game jam lol. The way I rendered shadows was to draw a black rectangle over each strip of wall with the opacity changed depending on the distance. But the opacity is a string. Because of this, any computer set to European regions, and I imagine others, expects something like 0,5 instead of 0.5 so it doesn't know how to render it. 

I found a way to force the number to change based on regional settings in the post-game jam bug fixes.  Good to hear that the post jam update works.

Thank you for the constructive feedback. I'm planning on fixing the card lag in a post-game jam update. Sadly, over scope of the project means not enough testing was done during development.

I'm curious what you mean by the wall texture glitching out. I know there is some issues with European players where the walls are completely black and the shading doesn't render correctly due to how decimal numbers are handled compared to the US. Is this what you are referring to?

Thank you for the feedback. I'm planning out a dungeon crawler as we speak so I will keep this in mind for future projects. I agree it definitely could have used some decor throughout the dungeon. Unfortunately, I ran out of time lol

Thank you for the feedback. I'm working on ways to render the floor differently so I can the movement less snappy. For the sake of time in the game jam the floor is actually just a single image, so the snappy movement kind of hides that lol. However, I'm working on a fix for this for future games. Thank you again for your comment, I appreciate the feedback.

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Hello everyone,

Recently I participated in Pixel Game Jam 2025 and submitted a game that combines retro dungeon crawlers with deck building mechanics. Players draft their deck by choosing six cards, then delve into an endless dungeon fighting through enemies and proceeding further down to increasingly difficult floors. The game jam took place over a course of 10 days, and while I feel pretty good about my submission there are a few things that I couldn't get to in time.

Nevertheless, I would love to hear some feedback on my submission and some constructive criticism on the gameplay and concept. I plan on participating in game jams every month for the next year so I'm only looking to improve here before the next game jam. Hearing about the areas that I did well on and the areas that need some improvement would be much appreciated.


The game can be played here in the browser: https://nauti312.itch.io/six-cards-under


Here's the trailer for the game.


Thanks in advance!

- Nauti

I recently finished my submission for Pixel Game Jam 2025. Six Cards Under is a dungeon crawler/deck builder hybrid that uses a raycast rendering similar to the retro dungeon crawler games of the 90s. Combat and movement are turn-based in a grid-based system. Due to the constraints of a 9-day game jam, I decided to make the deck building mechanics a drafting system prior to the run, hence the name 'Six Cards' Under. Players pick six cars out of randomly generated cards to build their deck, then delve into an endless dungeon of enemies to see how many floors they can pass. Enemies become more frequent and more difficult the further you go down in the dungeon.

https://nauti312.itch.io/six-cards-under

The game was made using Blazor Webassembly and HTML5 Canvas. There's some minor programming in Javascript for audio and screen resizing, but the bulk is done in C#. Aside from the raycast rendering I also included a procedural level generator for each floor, albeit simple but good enough for a game jam. There is also plenty of settings to adjust audio, but most importantly the rendering quality in case anyone experiences FPS drops from all of the raycast calculations.

I would love to hear some feedback on how this game turned out. I might go back and tidy up some loose ends in the upcoming weeks just to finish some things I didn't quite have time to include.

Pretty cool game. I spent waaay too much time trying to finish the last puzzle. Very clever use of the theme.

Very creative take on the tower defense genre. I think I stopped around day 35.

Great game. Really interesting puzzle design. I unfortunately lost the little cube in one of the puzzles so I couldn't progress. Otherwise, really good concept.

Very clean and intuitive gameplay loop. Quite difficult though because of the amount of angry spirits and the vehicle controls. Would have been interesting to have some safe zones or some kind of relief from the angry spirits to get around easily. Otherwise, nice concept.

Nice game. Really liked the creative concept of swapping bodies. Took me a second to figure out for some reason but otherwise worked out great.

Great artwork. Like that the scythe spelled out RIP as I was releasing the spirits. I didn't get very far because I'm bad at platformers. Unless it's impossible to get past the angle scouts but I tried.

Seriously addicting...

It's really fun. The music with the frantic running around trying to infect people went together very well. I could image this as a multiplayer .io game. I think it would be interesting to see this game in a lobby full of real players, and starting with a random infected player.

I really enjoyed the summoning aspect of this. I might have abused it a little bit on the last 2 stages by summoning the guys that shoot and dashing frantically around the map. I did beat all of the stages though. :)

Somehow, I got the boss to jump outside of the hedge while my wraith guy kept shooting at him until he died. I'm sure this was a bug lol

Only suggestion I would give is the boss could use some kind of indicator as to which direction it's dashing, or where its going to jump. Just a little something to communicate to the player so they can react accordingly. Otherwise, great game!

The mechanic really has a lot of potential. I thought it was pretty fun lining up all the enemies and jousting through them.

The only suggestion I have would be to change the way the jousting works and make the clicks independent of the player's hitbox. It was quite difficult to click the player while I'm running around away from everything. I had to slow down to click the player and joust across the screen. I think if you either made the hitbox better, or just made it so you can click and drag anywhere on the screen to get the same effect, the mechanic would be a lot of fun in a full game.

Really liked the lighting, particles, and dash effect.

I was able to continue shooting while interacting with the shop menu, which I thought was a little odd. Also, as others have pointed out, when leaving the room and going back in the zombies disappear. The concept is interesting though, and I like that you are thinking about expanding on the game. I think you are off to a good start here.

Pretty fun little game. There were a few issues I encountered. I did manage to get stuck on a door after dashing into it for some reason. Also noticed I couldn't dash through bullets, unless maybe my timing was off. But I still took damage. Otherwise, it's a good attempt on a twin-stick shooter / dungeon crawler.

Six Cards Under - https://nauti312.itch.io/six-cards-under

Thank you so much for this. I was going in circles last night trying to figure out why my game wouldn't work on itch.io. Finally got it up and running thanks to your post. :)

Game looks sick. Can't wait to try this out.

Thanks for trying out the game! I appreciate the video.

Hello,

I recently finished participating in the "7 day roguelike" gamejam and made a digital tabletop game. I thought the game would be fitting for this jam too and might be a nice game for the community to check out. Is it possible to submit this game for this gamejam as well?

Perfect. Thank you for clarifying

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The player controls a single character in the game at a time, this is in contrast to both a.) games where the player doesn’t control person-like characters or vehicles directly (for example puzzles) and b.) “god” style games where the player is an abstract entity creating and managing multiple discardable “units”.
Being character-centric helps the player establish a strong relationship with the individual characters, increasing the impact of the permanent consequences

I just want to be 100% sure, but does this mean I can use a party system for turn-based combat? I'm thinking grid-based tactical combat, but want to be able to control the moves of all party members when it's their turn. The alternative would be AI controlled allies while the player only controls the character of their choice.

Sorry if this is a dumb question, I just want to be certain.