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NikaKh

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A member registered Jul 29, 2021 · View creator page →

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I didn't want to run second time and there was an option, so I Saved at the end and looked at the both endings.

I hopped it would be something like Messigah, where you posses different bodies that have unique abilities each of which was crutical to pass the level. It kind of was and wasn't at the same time... 

So there were issues that was hindering my progress. First is that enemies would spawn indefinately at the first cave (not sure if in others too - I wasn't going to check it after 15 minutes at standing at the same place before!). Pirate abilities would target random enemies, which is.. kind of annoying. And priest being so OP, that she 2-shots the final boss. Me taking pirate was such a big mistake not only because of his abilities doing less damage than even peasant, but because of the random targeting I couldn't switch back to priest until the very end (killed strange-guy in another cave with the help of potions on pirate, when I know on priest it would be 1 shot most likely....)

As with many RPGmaker games - I had issue when gamepad is connected. It would free-drift camera away. Also sprites on the field were completely different design with sprites in the combat and on the character screen. Could be same and it would be so much better that way too!

I am terrible at rythm games... 7-tailed fox beat my chickenbutt! I will try it again later, when my fingers will stop hurting hahaha.

Had 2 updates on attack 2 on deffence and 1 on stamina at the end...

The only bug I found is that sometimes, when you run too fast, you able to clip through the walls. Other than that game is well polished, looks amazing, with awesome soundtrack and different enemies. I would totally buy the full version of this game even though my fingers will hate me hahaha!

I am not sure if stats at the start do anything. I put all 1 and I never even got damaged or had issues with opening the doors... felt same-y as with all maxed. Maybe there is a bug with starting a new game, since I see hp dropping in the video provided as an example..

Other than that would love to see part of the grid you stay on, otherwise it feels a bit confusing with perspective at times. And a bit of feedback on actions would be nice too!

Got the golden egg. 

Great aestetic, nice animations (except that one door that made me stand for too long in front of it! whyyy?), amazing sound design, nice and easy to follow level too.

Kind of gave me doom vibes, which is a good thing!

The combat though. Is there a way to beat the game without just updating one chicken? I tried oh I tried at the start with multiple reloads. RNG hurts. Often it would offer me 3 non damaging chickens as new ones from the start. That was almost guarantee death on 4th enemy (can't say guarantee, maybe I missed something). The fact that you auto lose if you run out of cards makes it impossible to actually build a deck early on... 4th enemy heals for too much and you have no means to push through while having only 3 additional cards. The only real way to beat all of it is just to update update update and oneshot (almost) all the enemies.

It kind of could be solved if there would be more weak enemies at the start with limit on updates for the cards too, so people won't cheat that way!

I really tried to understand how it works. Took me a while to see that you have to slap reveal card on top of the card that is played to see. Targeting that card is so hard sometimes that it didn't work first few times and even after I learned how it supposed to work - it was hard to apply reveal on cards. Especially on stacked ones.

I don't know what arrows on card spots mean. I figured it must be some other sort to show that enemy using cards there, but you unable to reveal it... but I still had been pecked with those slots blocked by cards. 

Speaking of... it felt that I had to counter enemy peck with move and peck in blanks, but... again - there was random damage almost all the time and I couldn't quite figure out how to avoid it completely.

It felt that whole revealing play was hurting the system. If you have no reveals you know nothing about how to counter it and even then - empty slots still did damage sometimes, so there was that.

Idea of a chicken tournament was nice. I just wish I could understand what is going on better. I couldn't beat last chicken that has massive ammount of hp, but I think I've beat all the others and it still was showing me as rank 10 (didn't quite change on several chicken fights for some reason though).


I got the same bug Lutz had. At some point I just couldn't move, only turn. Found 2 (3 if we count first one as egg) golden eggs before it happened. Was searching for a password for a medbay lvl1.

But for what its worth - when I launched the game I had another bug with movement. I 'could' turn and walk, since at the bottom it was writing how I was changing directions... And I could interact with objects that clearly was not where I stand, yet camera didn't move an inch. No turning, no moving... quite an odd bug and it didn't appear when I restarted the game.

I aslso had to unplug my gamepad, since it was giving odd drag. Camera would start moving ever so slightly left or right and even diagonally.. sometimes it would force turn me as well. Felt like drunk person moving and for a while I thought it was intended too!

There is a huge difference between what we see and what we fight - I think it would be better to keep pixel-art enemies from the world as enemies we fight in the battle as well. It just looks like a huge difference between how it looks while we walk and how it looks while we fight.

I was reading logs. Second one was funny too... but bug prevented me from exploring further, sadly.

I escaped with the treasure!

So first I would like to mention the strange grid at times. You would have 'doors' that are not centered and sometimes walls that feel way to close when you are next to them. This felt a little disorienting until I got used to it. All those objects were noninteractable after all. But it would look much better if they all would be grid-centered.

My third room was one with treasure, so I found it quite fast (key took a while), but it was insane. There were a lot of hooligans that were trying to smack me. Thankfully I found corner where only two was hitting me at the same time and survived. Rest of the game I was healing up the damage (I nearly died!). I found machete (sword?) and they all started to smack me with sword sounds :) that gonna be a bug ;). I never-ever (especially after having that brutal encounter at start) would wear a berserker mask. Almost whole game I was healing up the damage and getting just 5 more attack for taking so much more damage per hit sounded insane (it was from 17 armor to go -11 or so so 28 more damage per hit, if I understood mechanic correct). 

Also you marked pick up wrong! you did (what you picking up) ---> (what you have) it supposed to be other way around or arrow need to be switched. Confused me at the start. Colour coding was nice there though!

But entry was solid. Nice map, really intuitive with all those doors and colour coding in there. Simple, yet effective battle. Had fun :)

For jam entries sometimes less is more. I see you were trying to do something grand and simply run out of time - that happens all the time and its quite understandable, since time limits of jams are harsh on puprose.

Bugs I encountered (appart of obvious unfinished parts):

  • you run out of 'ammo' but counter of ammo never moved for me - always was 100/100
  • you can climb on enemies :) that one is a funny one
  • you interact with NPCs even if you don't want to. Just passing next to them is enough to trigger the interaction, but it would be better if player 'engaged' interaction instead, so they won't force  into dialog.
  • music stops after track is ended and never resumed for me

I personally would do smaller village with some key NPCs first, focused on main gameplay (which is dungeon crawling), polished it out and then would fleshed out village/looks etc. You had something going for it, it just fell flat because of the time limit. I bet if you wouldn't spend so much time on a huge village where nothing important (as far as I can tell) going on anyway - you would make more of the core game itself.

Do not get discouraged though! Jams are hard. Making correct scope is something even experienced jammers fail sometimes. Just keep on going and keep on improving. Its jorney that maters anyway. Each time you will learn something and that will help in other jams as well :)

Found the egg!

Definatelly need list of spells in game to play it... Found scepeter and shield and with shield I could just melee everyone away - was quite OP :)

(there is no description on decorations btw, when I tried to interact with them they would say 'attempt to interact with ." Also you interact with things on your tile even if you not seeing it - was especially visible when you would dig the big room out - you will not be able to dig a wall, unless you picked up a potion first)

I liked the entry a lot. Spell casting with bawks was funny. It simple, but has a lot going on it and aestetics  are spot on and perfectly matching. Love this game :)

Got the egg! Had to download it since for my monitor web version was a bit hard to read texts on (4k and texts were just a bit tiny for it), but other than that runned smooth!

Loved those sprites! Wish there would be sounds too though, it would spice up everything up for sure! Also bronse keys after silver? Unique thing for sure!

Simply glorious!

The only thing that kept me a bit puzzled was FOV. Enemies and objects felt a bit too far, but other than that - its just amazing entry. Voice acting was awesme - was grinning a lot while fighting!

This is a very good idea and entry! I would love enemy actions to be faster though, it takes a while for them to prepare, hit and, as I understand, I cannot do anything to stop it.

I got lost on the third level (exit was blocked by webs and I couldn't understand what to do).

Teleport was a strange one to use, it seemed that it only prevents one attack, which is kind of pointless, since its basically you skip a turn and enemy skipts a turn. And blizzard seemed to be reduntant, since either enemy die from one fireball, or two. But they still would die to two blizzards either way. Arachnophobia helped to kill slimes in one turn though. Maybe other levels would give blizzard a chance - idk.


Everything was good otherwise! Liked how it sounds and how it looks!

I got lost :) I killed thing that looked different (and had loads of hp looks like), but I never found exit...

It felt like combat is too fast for a combo play. When I would want to make specific combos - I would lose pretty much instantly. Best way was to mash all the buttons and kill/stun everything - that way I never took damage even :)) But its quite interesting to see that concept in general for a DC kind of game. Its quite hard to balance that kind of gameplay with not turn based combat, so I salute that bravery to try and pull it. It works. Is it in its best shape? No, but it works. It can be improved uppon later, but concept is right there.

And  I would love to see it develop in something unique and big in future for sure!

Oh I just assumed its a bomb! I guess I just wished to blow whole station up and that kind of looked like a device to do the job :D

Completed the 3 temples. Here are my insights:

Combat. Ooof that one is a hard one! With no tooltips and only gut to follow through I got enough insight to see that "default items are not consumed, others maybe consumed, but sometimes don't" and "bottom lenses - one to heal and another is to deal damage". But there are so much STUFF. I see some heal/damage for more. And I don't know how to distinquish any of it. 

I was mostly running away from mobs, collecting materials and engaging boss only. This is partly due to how hard it is to engage. They will only attack you if you are directly on their path and they move... so that was a lot of time needed trying to fight them and I am not sure if they got any loot in them or anything. Run and collect tactic worked like a charm anyhow...

I would love better explanation of combat system, more agressive mobs and... more missions to fly to :)

I encountered a bug with revolver several times :(

The thing that I getting most of the issues with is how different scenes feel in terms of the fov. Oftentimes you see an enemy and it feels like it is still far away, but you already in melee range and can attack with a dagger. And then you explore and sometimes everything is right in your face or again too far away, but they are 'next cell' from you at the same time. It is hard to get used to that.

Also would love some more feedback on being hit. That zombie on the stairs was the worst offender! I didn't understand where I was attacked from at first and then I saw his legs!

Would love fast bluring of the screen on when writting appears after opening the door. Something to 'emphase' it appearance. Not just 'bam! here!' moment. Sound is nice, but some effect on screen would be amazing! 

All in all, its shame that gun bug happens and its really feels like impossible just to hack your way without it... But what I saw was quite nice with a lot of potential to be a good scary jorney!

Really nice entry! So much stuff in here.

Though when I decided to heal after second plannet - i got 'dream' with unkillable zombie? Couldn't snap out of it, I guess I am stuck there :D

Quite a nice story so far, though. I didn't find second piece of the weapon, but... not sure it would help me in that dream either haha!

The only real complain I have is how slow it felt to move. Though, maybe, its to make it more tense. Other than that - really nice entry. Two unique planets visited with unique mechanics. Ship itself. Dream.. I enjoyed it!

I found a bow that said it was an exelent sword... it equiped as if it was melee, so I trust its identity :D Same went with sling that is awesome bow... that also equiped as melee weapon.

Such a huge map! Verticality, different places to explore... pressure plates, inventory, keys, skills and abilities (btw, staff profficiency costs 0 and you can spam it). Its great.

Speaking of keys. Found two keys. Two doors with keyholes. Can't seem to use any of the keys on any of the keyholes...

Got heart-brain, I guess something that I need to do with it is behind those doors. Don't know why I can't open them though :) Not sure about the plates with symbols either.

But everything is in there - its fun to play (even though mobs give too much exp, but better that than too little for a jam entry). Would love to finish, but I think I am stuck :(

You win and then it just kicks you out! RUDE!

Movement was okay. I didn't quite like shake of the whole screen on being attacked... A bit too violent and disorienting.

It was confusing at first with repair. Glad I noticed another item desapearing from inventory... I would be more confused if I had none and would just try to repair craft over and over again. Some hint there could do a work.

It got basics, just needs beef and better feedback on repairs and attacks. And a bit less on damage :D

Wish I could read what skills do before I would use them. And you continue to do damage to 'defeated' oponent for a round if you selected it.

I found exit a bit too fast, maybe. Just following one wall and having two battles. I tried to explore more after, but looks like there are not much of anything else - two types of enemies and no leveling?

All in all - its a good foundation for a crawler! Keep it up!

Odd, that there was good enough tutorial, but it never mentioned reload, even though you are out of ammo at start. I guess it was planned, but jam-time panic missed that one!

Good movement, good shooting with reload. I though of killing all the zombies at first in last room, but then decided just to run and completed game that way. Last room was a good possibility to teach player why hiding lamp is good. Something like that scary at start (with a tip to hide the lamp) could do the trick!

Overal solid entry!

Got all 4 endings :) Worth to seek the 4th tbh. Just for the text!

There is no combat, but story was nice. It was well polished and really set mood up nicely. Music in main menu rocks btw (though you have to give it a time to hear a real banger).

I was preplexed by not being able to pickup the bomb...

Great stuff :)

First thing I did is ran through door behind me and fell through the level. Then I did the same with second door in front of me. I was running around, sometimes through objects and walls... if they were illusionary walls - they looked glitchy. I couldn't pick up objects or use anything that I ran across.. You can go inside the table and it will be huge for some reason.

It looks promising, but sadly is unplayable at this moment :(

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I successfully escaped the dungeon, but there is no 'close' button :)

So the movement. You have to speed it up just a bit. Imagine you walking around. It wont be that slow! Keep in mind that you have to make movement and turn same speed. You also missing move back button for some reason!

There was something wrong with grid size. Sometimes it felt that I can go left or right (3 tiles corridor), but i couldn't. And there was a lot of z-fighting on the walls and objects kind of clipping it from another side too.

I was surprised that you have music for the boss battle, but were lacking flavour sounds. Would love more battle sounds and feedback in combat.

Card game itself was nice. Weak mechanic (that reduced incoming damage by half), shielding and hitting (aoe and stong hit as power moves), shield break (that might be way too op later on!). Nothing too fancy, but it works. But there were some bugs in it... sometimes turn will 'end' by itself with mobs not doing damage and me gaining energy back with new hand or there also this bug where I had not 4, but more cards (they were hidding under initial 4 and I even could use them with a bit of mouse dancing around). Mob effects were all clear, except that fist attack - was that one supposed to go through the shield? Was hard to notice if it different from sword one.

That game still held me to the end, so there is that :)

I like how it looks, how it sounds. The bulls, environments... Its all quite well polished and put together!

I want to talk about defend mechanic and items though. Thing is - currently you want to use items/defend only when eveything went poorly beforehand. So basically, when you are already on low sanity. Pills become useless (as damage is getting higher), Defend loses sanity and you also unable to utilize it by then.

I went with 0 defend or items used up until last stage basically.. and then I died after unlucky attempt to escape (failed like 5 in row - its quite unlucky at this point!), thinking that using pills would at least give me time to use defend after (idk why i though that. but here is that). It almost always safe to just run without taking defend. And when stuff start to be harder - you already failed, since you are already at low sanity to use anything.

Maybe make running not as powerful at start so player will get used to use defend and managing of sanity? Also still not sure how to use pills, since in combat they are useless - you get hit right after and chances are - for more than pill heals for.

But game is fun and has even more potential.

Its raw around the edges for sure. When you re-spawn you also respawn in a bugged room as well, but you can see exit and continue.

I don't get that part with balls exploding and lasers shooting. It feels like I am steping on the tile that is not marked red -  it should be safe, but I get teleported back into dark room (dead). Tried to tripplejump and stop time to move. But it always looks like red is unsafe and empty space is sometimes safe, sometimes isn't. It didn't trigger in me how it should work. And I was happy to see that puzzle at first :( It probably some visual bugs that I encounter or somesuch.

Its a good start. There is basics of everything, just bugs prevent people from enjoying it :(

No ability to move backwards is a strange desition. Strafing also impossible. 

About sluggish movement - in general what you want to achieve with movement is for it to take same time to move or turn. Otherwise it will feel sluggish even if in general turning will be also fast. In your case though - turning is very-very slow and it combines with very fast movement forward, that combination makes it feel even worse than if both of them would be slow to be honest. It just feels terrible to turn and there is no other option!

Buttons for attack and use energy were so small on my screen, that I didn't notice them at first! Its general issue of many jam games - you kind of need either to scale UI or lock resolution somehow. 

Combat felt okay, energy restoration places could be more clear about them depleting though. At first I saw that they are still selectable and was under impression that I can come back and restore energy again. But nope!

All in all - a solid start and with some polish and beef could be awesome entry indeed.

I was almost at the end (last wave) and didn't notice that they 'burrowed' another entry, so I lost. Didn't want to replay from start again, but basically saw all mechanics for a feedback.

This game also suffers from UI not scalling with resolution. You can see how it looked on my screen, for example:

Playing in tiny window was even harder :) But I apreciate how it looks in it and in screenshots that are available. Its really neat, cool looking little game. 

One thing, though, I would move ore counter to somewhere where it will be visible at all times. You have those UI panels that you can attach it to. Either top or bottom one works, it just that sometimes its hard to see ore on top of the wall texture. It even apparent on provided screens. On mine - it was even worse, since it is so tiny. Its hard to locate it initially too.

A bit of more clarity on how to use traps would do good. It took me a moment to figure out that you select trap and then press space to place them... Also Space is 'return home' and when you mashing 'placing trap' and deselect trap after placing one... you return home and place new trap in a terrible possition. Its not a totally gamebreaking, but a bit annoying, especially at the start, when you try to fast-pace self into building first line of the defense.

I would love faster movement in general, since it feels a bit sluggish with how character is controlled. Unless, of course, that is designed that way to make it harder.

You also can stand at the side of the wave and hit everything without them hitting you in return. Maybe they should have a bit of aggro. Atleast one hit while passing through?

Making tower defense in dungeon crawler... as a jam entry! Its hard by its own. All traps had unique effects and I apreciate that. All in all - a very ambicious entry!

Thank you for playing!

Slaying cyclops was harder than to run from them, unless they are siting and you can kind of aproach from the side and one-hit them. But drinking from that jar was a funny experience :))) 

One thing to keep an eye out is perspective. Its generally best if you can see tile under you a bit, especially if game features items that you are able to pick up from the floor.

You did well on making splashes from when you do hit the enemy. That and sound gives basic feedback for player to know he did right hit, but collisions are a bit iffy - cyclops can go through you, from looks of it. Maybe its standart issue of player moving forward at the same time as enemy and they getting into the same cell.

Movement was good enough! I would always try and make turn same speed as walk though, so it wouldn't feel that you have to strafe instead of turning for fast movements. Its not an issue in your entry, but if you will be doing some nice labyrinths or alike - it will be good thing to keep in mind!

Nice touch with cyclops agro sounds. Was kind of funny to hear it all when they appear to block your escape and just roar, while rushing for you.

UI always has that anoying issue of being dependant on the resolution. I could barelly see text and icons on my screen, so it was a bit too tiny. Keep in mind, that you have to scale UI with screen resolution for your future projects.

All in all - its a good first attempt especially since you are brand new to game development! Keep on going :)

Oh I had I lot of fun even with combat that I didn't personally understood. Would be awesome to trigger different kind of attacks based on how or where you clicked. And mobs have 'block/avoidance' based on how they positioned or in general (side strikes not working on skeletons with shield because of the shield etc).

And maybe having some possibility of defence maneuvers, unless runing back is a tactic in mind. Though with that tactic its practically impossible to get hit at the moment :)

And daymn... I wonder where those missed coins are o,O gotta collect them all somehow :D

Best wife ever :D Very caring!

So there are few things I didn't quite get right, I guess. When I pick up stuff from the fridge and want to get it to the stove where one food item is already ready - all my raw food gets just replaced by one 'ready' one and I practically miss a chance to start cooking again. Probably should first try to put raw on empty space and only then pick up cooked food.

Those portals... maybe they need to be more obvious. Louder noise maybe? Counter of "portal active" in the top right corner as possibility too.

Movement slow, but I guess its to balance difficulty. Though having to turn (no ability to strafe into) stairs kind of painful! Since turning is slow too! It promotes really awkward way of moving to optimize it.

There is something strange with FOV. We 'face into' the wall, but apliances feel like 1 tile away, for example. And yet they are wide, so its strange first couple of times you try to interact with them.

All in all - great entry. Loved the general idea of feeding hungry wife to safe everyone!

Thank you for playing!

Yes, there is a bunch of things we needed to fix for the enemies and combat systems.. enemy able to take a step and attack is one of them - it does look like a diagonal hit that way. Character also has a little bigger hitbox than he should... so he gets hit with projectiles that look like they should've missed. And visibility of when and how to use abilities too. Projectiles are usable in range and line of sight, not nessesary in a straight line. Its a bit unusual after all...

And you are not crazy - 90 degrees rotator does exitst :)

Thank you for playing and for a feedback!

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Sadly, I also encountered 'being stuck after battle' bug multiple times. Looks like it happens on rats for me. But played quite a bit to check how it goes. Battled a Rat, a Server (i think? a human-like rat), a Maid, and a Stalker so far. Saw teleports :) nice!

First - story. I am not sure what happened after narrative and first look at the hotel. Everyone hit by meteor shards kind of? There is just a sliver of pre-story missing, but that kind of feels important, judging from all love put into story prior. Only thing 'connecting' everything is that we are still in a hotel with meteor-like shards everywhere. But why we suddenly alone in there with closed door to some dimension maybe and everything is suddenly scary? Btw, if you fast skipping the story it always 'stuck' on 'a rock from space? i have to see it' moment. And you have to listen it through (with repeated phrases) to continue.

Visuals are good, music is tense, voiceover was a nice touch (even if only one person had a good mic! ;) ). The only complain I have would be that free look with mouse feature... it really doesn't seem to be needed for the gameplay and confuses more than helps outside of the battle (also it not only moves left-right-up-down, but tilts view for some reason, making it even harder to use). Probably the game would feel much better with no free look at all. Unless there is some mechanic I haven't actually manage to reach...

Combat felt really good. Maybe you can speed up animation of resolution a bit, but other  than that - I liked need to balance body and mind and how you use them both as a resourse every time. 'One time use' mechanic maybe also could be explained in rules menu... its one time per battle or one time only? Was hard for me to tell with freezing after combat bug :( Sometimes I could do several battles and sometimes would get freeze on the first one.

Attack first move didn't seem to work properly. Used it against block moves and it felt that i should be hitting before enemy would place the block, but no. No hit was registered. Its shame though - it was one of interesting mechanics to me.

All in all its hell of a shame that there is such a stopper in a way (lock of controls after battle). Would love to try and get to the end otherwise :(

Looks like I bugged the game right at the very end! I stepped into portal and it froze.

Here is my collection: 11 zooperdans, 56 coins. 1 zooperdan was a healing (?) flask though.

Combat felt a bit strange.. I never figured out how it trully works. My tactic was to engage in combat, hit 2-3 different places that are clickable, move away from the mob, wait for its attack animation and repeat. 0 health lost that way. But attacks never felt like they follow any patern depending on where I would click or how I would move my mouse... it felt totally random. And sometimes character would do long animation of just screaming on an enemy too. Not sure if that did anything. Screaming on jars never helped either!

Had to restart right at the very end. When I dropped the cube from above to make passageway to the exit, I moved it forward (I didn't jump after it at first - I just went to the exit and clicked on cube from there). It got stuck on those closed gates in the floor and I couldn;t move it back. So I hardlocked myself from completing game that way. Second attempt I just jumped after and was very careful not to move it on those gates anylonger! Worked much better. :D

All in all - beautiful entry. Loved those commentaries. "I feel like Dan somewhere here" "I knew it!" :D

BTW, you also could pick up first bone and drop it in the wall by missclicking inventory slot... did it first time :) But that is me, getting all the bugs possible each time >_<

Thank you for playing! 

Yes, that rotator in there to stop you on track :) You need to plan movements to avoid it basically. We probably needed to introduce it somewhere less letal first :)

Yes.. saving game is something we really need to do. We run out of time for that one - healing rooms were supposed to also work as checkpoints, but couldn't make it in time ;(