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Osama Hussein
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The gameplay loop is really solid. Make a move and encounter various enemies, mainly goblins. The combat here is randomized, but at least it's favorable for the player as they don't take as much damage as the enemies do.
Although, there was a bunch of information for me to know about this game. I had fun understanding the various mechanics that I could do for my player. I lost to a goblin in which my attacks kept missing and their attacks landed.
I also love how the treasure chest is used an inventory for the player to use during combat. Although for when using healing potions, this game could've had that option outside of combat so I'm less likely to be attacked during healing.
Also, I ran into a small glitch where after one of the enemies died and I tried healing myself, I couldn't proceed and had to run until the goblin reappeared with 0 HP. At least I figured it out by pressing ENTER as the prompt showed me.
I love how how this game tried to implement themes of dragon and elemental rock-paper-scissors. The dragons are the main enemies of the game and the elemental rock-paper-scissor is meant to be used as attacks during combat.
I quickly lost due to the RNG not being in my favor after killing the first dragon.
I really like how this game starts with a backstory. The material appears to be basic and the characters, if I'm correct are used as billboards instead of actual models which is something I rarely see in dungeon crawlers.
However, I'm not a huge fan of combat randomization in terms of attack and defense. How do you land your attack if it is 60% chance as if I'm playing a card game? All my companions were knocked out minutes into the playthrough.
Nice job making a simple dungeon crawler that has the shooting mechanics and moving enemies. Although, I found a rule breaker with the enemies. They're supposed to move at/smooth transition to a square grid like the player I believe instead of moving around in real-time. The music I found to be hilarious for this game.
Wow, I admire looking at that computer in-game with this jam's page and a discord page. That's a very nice touch. This game is aesthetically spectacular and the gameplay overall very fun. Various mechanics and various interactions all-around. I like the relaxing music to go with your game style as well.
However, how do I grind the blue object that's at the home?
Atheistically, this game looks very scary for a retrofuturism type of game. I completed the Beta section and died at the Delta section. So combat appears to be determined your power in comparison to the enemy's power. This game is really fun and just wish that I knew what I was supposed to do earlier, I got stuck at the beginning without knowing that I can open the door by hovering over the hand button with my mouse.
I don't really vibe with the point & click movement/interaction that you give to the player since it appears to be more snappy and clunky than just using keys.
This game looks aesthetically good, despite the basic textures on the walls and floors. This game is a solid randomized battle where your attacks are determined by which power move will deal the most damage. There is a level up system which is nice. This is the first dungeon crawler I've played where the player looks at an angled perspective than normal.
I love the retro aesthetics of the game, along with the space ambience looping sound. This game is really solid overall. I love how you have these different levels and each one has hostiles and terminals you can attack using the cards you currently have. Each battle is unpredictable and that's what makes combat exciting when hands are randomized on each turn, well done.
This game has a very solid aesthetic for a game that applies the retro-futuristic theme. The narration voice was well done though every time something was happening in the game. However, I'm confused as to what I was supposed to do whenever I reached the exclamation mark points.
I'm glad that I gain new items after defeating an enemy by randomization but I didn't know if they were meant for me (as the first person character or the character that is fighting the enemy by themselves). I had to restart from the beginning as I had no health and I didn't know how to regenerate it.
I noticed that there was a boredom system. That's a nice way of preventing users from being AFK for too long or not reaching the battle points for a long time.
Well done with the graphics and art style. The music is also cozy for a dungeon-crawler type game, with the occasional up-tempo beat probably during combat. Although, I ran into a rat mall with a crowbar and didn't know how to damage them. I got a game over screen and the game restarted me into a blue void.
This game overall is really fun and has great art style. I like how you need to serve the correct tea to certain creatures, and the fact that the tea will be served after you take around 10 steps.
The game is too difficult as I often times have to bring tea to people and then the enemies come in where I'm basically screwed. I don't really know what to do besides making tea and protecting the dungeon.
This game has impressive looking art style and modeling. However, the combat seems to be the main issue. I can kill enemies even when they're not near me. For instance, I've found that I can kill an enemy that was stuck to a wall to the left of me without being damaged myself.
Although, I will say I like the health pickups that I collect along the way especially when I run into an area with multiple enemies. Sometimes, I attack and I don't know when I could attack again other than just mashing the key.
The music was solid though.
This game looks really polished and the TV static effect is very amazing. It's like you're in the TV trying to break up incidents, definitely a strange place to be in as the player.
Very lovely music and sound effects. This game becomes really difficult over time because you're more likely to not be able to hire people to prevent chaos since they're busy dealing with another chaos.
I love how different characters have distinct strengths and weaknesses that will determine the success rate of them preventing certain incidents.
I love the narrative in this game, especially the different outcomes depending on what I dragged up the screen. The music is very relaxing to listen to and this is probably super important for a slow-paced narrative like this one.
One suggestion I will make is after I drag up an item above the screen, instead of having a timer to progress to the next part of the dialogue. Add a button/key prompt to go to the next dialogue so that I have more time to read the line. I'm a bit of a slow reader and I would have loved that implemented.
This game appears to be solid, great work on the aesthetics and audio as well.
The enemies are really easy to kill once you know how to dodge their bullets and shoot them very quickly before they could fire a billion shots at you.
The wall jumps are functional and a nice option for the player to get a higher ground other than just jumping up.
At first, I struggled to get the movement and camera rotation down but I did figure it out eventually. Nice idea to use portals as a transport to multiple strange places and you encounter different enemies along the way.
The killing of the enemies is way too easy as I think I can kill everyone in 1 hit, as long as I'm not spotted as seen in their detection bar above them. I like the dodging/rolling mechanic as well but I couldn't avoid getting shotted at even when evading when spotted.
I managed to win the game by finding all the keys in 10 floors.
This game is very solid gameplay wise. This game could be better by adding enemies to avoid/kill and the randomized floors tends to be very problematic, especially when you want to go to a certain floor only to end up on the same floor that you already grabbed the key on.
The music is very nice; however, could make it not loop every 5 seconds as it drives my ears crazy hearing that continuously 😆
The sound effects when I either get devoured or fall into the void was hilarious.
The visuals of the various areas were incredibly done and well-designed.
I just wish that I understand the gameplay more because I keep falling off the platforms due to missing jumps or getting hit by those moving balls, or I just get caught by one of those strange people waiting at the door.
I'm very amazed how the strange places theme is being applied here and using the liminal space to showcase that.
There is a lot of variety in how the game could end and the various interactions that take place after opening doors.
I love that floating text at the beginning near the fire. I can magically walk through fire without any damage/consequences though XD.
Also love the PS1 aesthetics and the sound effects as if I'm exploring in the forest.
I'm confused as to what I'm really supposed to do because it seems that I move further from the fire, the bar decreases over time and it's not until I get back inside that radius where the bar regenerates. I tried going in every single direction but that bar kept going down and I got stuck.
I'm really sorry I couldn't explore much of the gameplay, but the narrative does look solid though and would love to know more about the roses story.
The theme being applied to this game is very unique and is well done.
That desktop computer looks amazing and it works like a charm, as I can read emails it's really cool.
But I don't know how to leave the desktop computer screen so I'm restarting the game.
Anyway, I was able to play the snake minigame after sleeping and it looks promising but I got a score of 11 and nothing happens.
The narrator was hilarious as soon as the scene shifted from 2D puzzle to 3D horror.
At first I was confused with the 3D horror gameplay because I didn't know where to go and I couldn't move anywhere besides the camera pan. But then, I realized I needed to go the rooms to check where the monsters are and solve puzzles. However, because I feel like the power drains too fast while I have to solve puzzles and keep an eye on the monster, the game just becomes super difficult for me.






























