Hey @katerberg - Thanks for playing. Ya unfortunately i cannot upload a fixed version until the jam rating period is over. If you religiously dodge the projectiles of the ranged enemies you shouldn't ever crash (just watch your back since they will chase you if you are fighting multiple monsters)
RedOwlGames
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Thanks for playing! Glad you liked it and had fun. Ya the levels were designed by my 9 yr old son so they were a little big and i ran out of time to flesh them out further. I'm 99% sure the crashing is when arrows hit the player and despawn. Next time i'll have to implement a local save system so you can pick up from where it last saved. You are correct in that the tutorial was designed to both make the game easier (by giving you an upfront start) but also to teach the systems - so going straight for the portal was "hard mode". So i'm glad the balance of that worked out - seems like you barely survived the forrest on the 2nd run but then were able to collect most of everything in the 2nd level.
@mana - Thanks for playing i'm glad you had fun. Thanks for the video recording its great to watch people play the game. You got pretty far without crashes - i'm pretty certain its the arrow shooting monsters who crash the game when their arrows hit you :(
Ys and Cadence of Hyrule were inspirations for the bump combat. There are 4 monsters in the game and each have a unique behaviour that you can learn to take no damage.
WOW - this game was massive but really really really well polished! I think the difficulty was just a tad too high both me and my son couldn't beat it. The overworld map exploration really shines and is semi unique - kind like a mix between normal overworld's and heroes of might and magic - i like it i think i'm gonna try to do something like this in my next game. Auto combat is a nice touch to keep you in the core game loop and not bog you down with cumbersome battling - keeps the action rolling in game with a race against the clock - great choice. Great entry!!!
@apoly - Thanks for posting the video its great to watch someone actually play it. I definitely see where i need to put a few more explainers in about inventory. Also you did combat just fine - i didn't get as much depth into the system as I wanted so you can basically just bum rush the monsters. Ya raylib is great and not-so great - its easy to use but also you have to do everything yourself that you normal take for granted in game engines. Every game I make with it though i'm slowly building a library and it makes future ones easier - its not for the faint of heart to jump off normal engines in favor of raylib though - you got to want it hard. Thanks for playing!
Its surprising how a few simple rules can turn into several interesting choices (speaking about the combat) IMO the combat was actually much deeper in mechanics then it seems on its face with its simplicity on the surface. You managed to give the player very interesting choices and you made the combat tie into the exploration well by collection more S*** - strong game loop - Great work!
I think the input was unconventional and it detracted from the ability to control the character. Also the monsters seemed inconsistent in their difficulty - i think some were taking turns before me?
With a few tweaks I think the game would would be really interesting, slap on an engaging story and some more player direction as to why to keep progressing and you've got yourself a fully unique game.
This was a really solid entry great job! I played it through once and my son played it through twice cuz he wanted to kill all the mushroom guys. Everything in the game world felt really good, movement, placement, aesthetic. I think the UI needed some work - maybe you weren't using a resolution scaler and visibility toggles - luckily it didn't detract from the overall game much which is a saving grace! The length of the game was prefect for a jam but it did feel a bit on rails in terms of the level design - basically 1 way to do it - but i think if you could squeeze in a few more player choices into that timeframe it give it enough agency to not feel like its on rails.
Its quite stunning to see what you were able to wrangle AI to do. The battle system is quite intricate and i'm surprised AI was able to handle iterating on it without it just collapsing on itself as it grew large. I'm not generally a turn-based combat guy so wasn't a big fan and it took up alot of the time of the game - i didn't get to do alot of exploring / other things before the next battle hit. I'm pretty sure this was intentional given that it seems like the map was infinite and there wasn't much in the environment. At any rate you did a great job wrangling the AI to make something playable, congrats!
HA! The twist at the end was very fun - great journey. I think the perspective was just a bit off compared to normal dungeon crawlers but honestly i'm not sure it mattered given the games mechanics. The movement was ok but the inventory was a bit hard to grasp as first - especially equipping things that took too long to figure out but at least you ensured we had to do it before moving on - a slight tutorial would have helped a bit. Great job on implementing tactical combat those are HUGE systems. Sometimes the enemies didn't face me in the world so i completely ran into one when I wasn't expecting to. Overall a solid entry great job - both my son and I completed it!
Great Entry. After the tutorial my son fell all the way to the bottom of the first chamber and rage quit HA! So I continued playing and had a blast. Its quite amazing how much content you were able to pack into the short timeframe. The "3d" aesthetic turned out great i think it gives the game a unique feel even with the 12x12 pixel constraint it doesn't feel "pixelated". I think the inventory was too constrained for how many items and things you find / pickup. Did i miss if there was a backpack or something i needed? The combat on its face seemed quite simple but obviously there was alot of mechanics under it with all the information in the dice rolls, dodges, and equipment. Would have been nice to see that complexity bring itself into the combat itself instead of being mostly hidden in the UI you have to inspect to feel it. I didn't play as other characters so maybe i'm missing that aspect of combat complexity. At any rate thanks for playing my game and I had a great time with yours! congrats!
Ah ya definitely not intuitive for me. I wonder if having some other mechanics like a block or parry would make the combat feel like it has more interesting choices rather than you need to 100% dodge to survive long enough to not respawn enemies. Right now it feels more like punishment then interesting choices and rewarding. Its definitely a tough thing to balance and get right.
Overall a really solid entry. The art is cohesive and the exploration and level design is good (definitely gave me minecraft vibes with the squares and lights). The music didn't really fit the "feel" of the game - maybe something more aggressive with drums. The combat is a bit shallow and seems like there is no way to not get hit or block/dodge but maybe i'm just not skilled enough (this was the hardest part my 7 year old son had a rough time with too). I think the enemies might be too difficult because I often find myself coming back to the crystal only to then have the monsters respawn and it created this bad gameplay cycle. Maybe if the levels were more linear so you were not backtracking as much that would play well with the monster respawn. These are all very easily fixable and sort of nit picky overall its a strong entry.
The setting and background and lore and theme were all quite amazing. The gameplay was not as good and the sanity bar made it too difficult to play. I'm not very good at navigating and so doubling back and such made me lose too much sanity and I couldn't get past the first level. Overall the game would be amazing if it weren't for the difficulty level of it.
This was an awesome entry. The movement was good and the combat was fun just enough of a callenge. The exploration was great and the graphics felt unified. I wish there was some sound and music. the perspective was off you could see the ceiling but not the floor and the side walls when facing a wall - this is a very important thing to get correct. We got stuck right at the beginning because we didn't know to use an ability to hit the lever but once we figured that out it all made sense. The dialogue was funny and made the adventure worth it. Great job!!
Very good entry, the theme was on and the music and graphics were great. The camera perspective needs work it was hard to see the floor because of the UI being in the way and was too pulled in - needs a wider FOV and to be pulled back a bit. Overall the battle was too slow, it seemed like AI took a long time to think so the downtime between turns was too long. The dark slash shouldn't use mana and instead gain mana from using it this way it counteracts the forrest smash that does use mana. Having to hit rest every so often felt like a bad mechanic because it just meant you needed to heal more and healing took mana. We had fun playing and keep at it you have a great base here to work with!
Overall its a nice game. The torches are placed well and the area is fun to explore. The writing is over the top for my taste but some people like that. The SFX are too loud and need to brought down - also with Unity you could use 3D sound to give the sound more dynamism especially for the arrows passing by. It would be nice if the messages could be advanced using the keyboard so you don't have to touch the mouse. The FOV & Perspective were off for standard dungeon crawlers when you are up against a well you should see a little bit of the surrounding tiles and ceiling and floor. The input was good though!
The style choice was interesting and caught our eye but it made it really hard to tell what the icons of things were. We could understand the table and doors and such but not what the monsters were or what happened to them after they died. I died without knowing what hit me though so that was not fun.
I think if you could have got a few sound FX in it would have been a really nice and polished jam game though.
We couldn't figure out how to use the inventory so were unable to attack/fight the monsters. Additionally the forced turning for left and right (A and D) is non standard for DC games usually thats Q and E and A and D are side strafeing. Additionally it looks like you had some perspective issues with the walls. The camera is pushed to far in or the FOV is too extreme so the walls look like they bend.
Overall the pixel art is nice and the messages for moving and attacking were helpful but for whatever reason we couldn't drag the items to our pack.
Hey CryptRat - Thanks for playing - my intention is to release an updated version after the next LD Jam where i'm going to make a game purely around this combat so I can have a system that works better - then bring it back to this game and fix all the bugs - I already have the ramp/stairs problem worked out.
Hey KillerzScrubbie - Thanks for playing. Because you get stuck on the ramp you never get to all the puzzles i designed with the mechanic /cry I'm hoping to upload a fixed version later where the whole thing is playable. Combat was the thing I have the most inexperience with so this is something i'm looking to prototype again in the upcoming LD Jam.













