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Renardon

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A member registered May 21, 2021 · View creator page →

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 Thanks for warm review and useful, detailed feedback.

  First of all, yeah - saves or checkpoints werent prioritised, along with no difficulty level and pretty big length of the game that could be considered second degree digital torture, sorry for that. Thats our first experience in jam format and its better for us, and for humanity, to consider that in future.
 Thanks for feedback about performance - i at least thought that i disabled lumen and nanite but it requires further investigation. As for cannonball: now that youve said it i too started to feel thats not looking quite good when cannonball is sloo-oowly hitting enenmie and still dealing damage, will try to tweak some parameters to avoid it.

 Have a nice day and inspiration for future achievements!

 Woah!
 Looks like you managed to complete it without any saves or cheсkpoints! True rodent adaptability is shown here (and this is a compliment of course).
  Yea: build size, saves, no tutorial, game duration - at least some of that we would try to fix with newly acquired, game jam specific experience.
 I with you good luck, dont spend all of that bartender gold in one day and thanks for feedback!

 Managed to complete it on second try. I loved the idea!

 Beggar was supplying me all the way - god bless his poor soul. Cool UI (it wasnt aligning with my 2k resolution but i got the idea) spellbook, or should i say... poem book? Liked the upgrade screen and how inner parts of notes are glowing on cursor hover. Cool silly sounds on spell cast, portrait changes on damage - little details that make it shine.

 Of course, its lacking some feedback/effects on taking dealing damage (for the first time i hoped that spells have further range), and i would have liked if different spells were more... different. Like different ranges or areas. Fast(short) low damage close spell, slow(longer) spell with longer range or bigger damage. Without these it felt repetative. But it was 9 days of course, cant complain.

 Just a sweet idea, and you had bravery to try it! I have nothing but respect for such things. 
 Thanks for the opportunity to play 

I enjoyed the gameplay and main idea. Its was a pleasure to grab those money piles with satisfying sound. Gameplay loop feels solid - that siren at the end of level forces you to change temp and feel some danger: sweet cherry on top. Menu animations and font felt "classy" - that adds to the right vibes of modern-ish thief.
 Being a simple folk with soft hands - i wasn't able to figure out "heavy machinery", but it's all right.

 However i could not get rid of the feeling that this submission has far more themes that match with previous Dungeon Crawler Jam 2025 - Heist and Treasure hunting. So i will not lie - this inclusive thought somehow affected my gameplay experience.

Anyway - thanks for sharing, it was a fresh and cool entry to play!

Really liked the consistency and how everything was put together: visuals, sounds and plot are working together very well. Liked how you wrapped up the plot with those computer cpu\drives terms, i almost felt like a program in some obscure way...

 As said before about repetitiveness: I wasnt expecting 4+ floors(cells) in each tower (block) and started to feel a bit tired accepting my routine. Thats totally fine for 9 days tho, and of course some color separation of towers (blocks) or more floor size changing/generation differences could fix it.

 But maybe thats what an average defragger is feeling like? Just going from cell to cell, working hard, every milliseconds, tossing your destiny in the hands of some user who is trying to locate some old dog photo №2042 :) Thank you!

 Really fun, excellent length for GameJam, liked the pixelated indie graphics. Funny plot. Intro and outro songs for me added the right vibe of a news report and city business. Everything put together well and feels like complete experience with a tutorial, start and... conclusive, tragic ending.

 A big fan of cat on wheels - nice way to elegantly "deal" with animations. I heard that this is an endangered species, good thing that we are saving them :)

 The only vague thing that i thinking about is that maybe there was not a lot of reason to move on grid? Oxygen is depleting over time, there are no battles, so there is kind a no reason to plan you're turns.

 But of course all jam criterias was met. And this was creative submission. It was cool and fun to take part of. Thank you!

 Yep - dungeon models\tiles\textures\posters\mecha visuals, etc., were made for the jam by @YuliPali. Gnomes and slimes were brought from some other unfinished projects.
 Good point about knives (or other projectiles of starting enemies) - noted.

Thanks for the kind words and for sharing your experience - every bit is really valuable!

 Hi, thanks for playing and sharing you're thoughts!

 Twist with faster fire but tankier enemies for me feels especially good in late game, when you've fully upgraded your character and now its grinding starting enemies but strongest enemies still can take several shots. While for game beginning i have opposite idea - enemies takes only one\few shots, but its harder to perform that shot, for example: you need to manually open cannon hatch, insert cannonball, close hatch, insert wick separately, and light that wick with a candle. Idea is that such manual labor can be good for immersion and give a nice contrast for future upgrades.

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 Thank you for the warm words, we really glad that you loved that game!
 Those gaps should be closed for sure, and as for 3D enemies assets its a difficult decision: more detailed any asset become -  less easier to create new types\varieties of it, but this opportunity is worth considering nonetheless. For now, it is uncertain whether we continue to develop this or not, but such comments only toss some fuel in our furnace of... creativity and certainity!

 Totally agree about credits - i will make sure to leave "music used" in updated version after jam. For now, i leave info here and on a game page.

Music used
Boss fight:
Emmraan - Fantasy Kingdom
Background loop:
DeusLower - Warm/Bright Fantasy Ambient
DeusLower - Fantasy Medieval Mystery Ambient
DeusLower - Dark Fantasy Ambient
DeusLower - Atmosphere Dark Fantasy
nojisuma - 帰り道 On_the_way_home
zec53 - Dramedy, Whimsical
ChristmasKrumble666 - Lake Night

 Thanks for the evaluation and for sharing youre experience. The pips are not as easy, indeed: many have stumbled upon them. Hm, maybe its a good idea to add an initial bright flash when they showing up.

 Yeah - start without tutorial is quite convoluted, but i glad that you managed to overcome it and find some fun while playing. 

 Thanks you for the feedback!

  So thats what one of my units feels when i order them to go check that tower, from where all the screams coming from. Despair.
 Cool kenshi HP bars and nice, high-budget intro. Atmosphere sounds cool too.
 After 10 minutes of clueless searches without any map or landmark (except of 2 thousand rusty swords on the ground) - i was forever lost in AshlandDome 1. GG

  I personally a fun of a grid inventories so its a pleasure to find a fellow "grid inventory entrepreneur" that not only implements it but tries to add something interesting and new on top!

 That's cool that you can attach even items with other applications (such as keys) to your equip in order to boost characteristics - this paints an image of a tinkerer-survivalist protagonist and i like such things. I even came up with the idea of possibility to attach even daggers and rapiers to armor, so enemies that hit modified in such manner items would get some cashback damage.
 Also cool idea with blocking: choosing what to use for block and a lil qte on top to keep you busy.

My overall gameplay experience wasnt smooth - i wasnt able to figure out how to throw or delete collected items away so I quickly ended up with 3 chainmails and wasnt able to pick up maces or halberds. After that i kind a stuck with low stamina and wasnt able to start battles or end turns.

However i was glad to see some fresh ideas and thanks you for sharing tham. 

 Have a nice day ;)

 Thanks for playing and for the nice review, pointing out almost every little aspect - this inspiring and means alot! Its not a surprise that you nailed such an environment with such a nickname :)

 Upgrade thing - yeah, its not obviouі at all: Every upgrade have a "scrap cost" that represented by the number at the bottom of upgrade screen.  And amount of the scrap you currently have represented by the number of lit "square dots" in "storage" section (right of the claw) - too much counting indeed