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reynvert

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A member registered Nov 29, 2025 · View creator page →

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Just to clarify, it's possible that in both cases I asked at least 5 questions. It just wasn't anything insightful, that should prompt the suspect to break.

Good luck!

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This is a fun concept!

It could do with some locally run LLM I think, to reduce the stiffness of the conversation (no idea how realistic is something like that technically).

I managed to get two confessions, but it felt very chaotic.

The first guy confested right away after being asked "why he's here?",

the second randomly started describing the murder after I asked him "why he's gambling?" irrc.

I enjoyed the humorous bits too.

PS. I can't even image how the name Grzegorz will be prounounced in English once the officer Pulaski appears.

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Thanks for playing!

I will try to improve on that front!

Fixing the temporal blur might be tough though (although I have an idea).

I played a couple of rounds and I think you are cooking something interesting.


Some toughts:

  • For me the strong part are the enemies and their round defining abilities
  • Player ability part is weaker for me (but admittedly, once someone remembers what abilities do, it probably become easy)
  • Maybe there is something like this later, but some sort of quick time event things happening on the tetris board could work here (something unexpected falling down, or an ability being tiggered like a note from guitar hero), may be better than the current abilities (my eyes are on the board, I cannot loose focus and look at my ability counters)
  • Strong visual effects when the enemy messes around with your blocks would go a long way for readablility

Thanks for playing!

Damn, I need to somehow force variety between the runs. There is currently three options for each of the three starting fights.

Will also address the other issues (there should be info about healing golemics in the heat dmg tooltip, but need to make it pop more).

Initially I wanted to set the game in space, but decided that adding gravity to all that would be too much for me.

Thanks for playing! I'm glad you liked it!

I really need to work on the early game.

Performance on the next DD should be way better. I'm doing a major refactor now, and already seeing good results.

I will also try to deal with that crash.

I think it will be very cool when polished.

Some thoughts:

  • The visuals look great, but are hard to read. It took me a while to notice the two dots on the map that are the playable missions.
  • There is a lot of information on the screen, and it's hard for me to prioritize what I should focus on.
  • The only tactic I came up with was releasing smoke and moving out of it after a break, I don't understand the system well enough to know what I actually have control over.
  • I managed to complete the city mission, would be nice if there was a stronger indication that the objective was completed and I can extract.

Also I dig the setting and vibes as far as I red into the descriptions.

Thanks for playing!

I enjoy the dissonance of throwing in some undead nazis, a mammoth, and a golem together. The second map is going to be an underground soviet utopia-attempt gone bad.

The setting is near future, descending to the hollow earth.

Not sure how much of that is readable.

I played it through to the end and I liked it a lot!

Some thoughts:

  • I'm not sure if abilities should change shortcuts mid play, even if you plan on there being more than 10 it might be easier to go beyond numerals, but keep the shortcuts static
  • I played quite actively but I'm not sure if there is anything preventing a purely passive play (it might take a few more runs to get the abilities, but eventually every enemy gets auto-deleted)
  • There could be a hint in the menu if there is anything purchasable in the skill tree, so I don't need to go in if there isn't
  • The skill tree is hard to navigate and hard to read
  • I not sure if randomness is good here or not, on one hand it rewards attentive play, on another it somehow breaks the mantric repetition, idk

Good stuff! I would like to see more of it in the future.

The enemy designs are absolutely terryfing. Especially more so, that I have no idea how to kill them with that quite limited attack.

I like the camera switch idea.

I think the concept has potential.

Neat concept and an excellent name.

Feels like there could be even more crazy play with gravity and interesting ways of traversing this hell.

Very unsettling. Got me a bit curious what stillborn monstrocity awaits there as a boss (maybe a bit disappointing there wasn't anything out of the ordinary there).

It was very unclear to me that I was looking at an overworld intially, then I was confused as to where I'm located and which nodes are open to travel.

StS style card mechanics are good, maybe 2 Strength for 0 manna seems too powerful.

Honestly a bit too unpleasant for my taste. But that probably means it's doing exactly what it was designed to do!

Great combat visuals!

Some thoughts:

  • combat ui requiring two clicks to use skills is cumbersome
  • a stronger visual communication whos turn it is would help
  • visual distinction between a single target and mutitarget in the dots (similar to Darkest Dungeon iirc) would also go a long way
  • visual communication when a character has low health could be nice
  • the music is too intense for my taste, but I see the retro appeal
  • for me it feels bad if enemies get to attack before I have even a single turn to adapt
  • the overworld is not aligned with cardinal directions, initially not obvious for me where W will take me (maybe not a big issue, as I got used to it pretty quickly)
  • if all enemies in the overworld are passive (3x slime for example) it becomes quite boring

Overall a great prototype! Looking forward to next updates!

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Simple but fun!

Some findings:

  • I feel like the key shouldn't reverse when opening a chest, you missed - too bad, the action continues
  • currently if you position yourself 5% from the right edge, and just walk upwards, nothing can hurt you till infinity
  • (that might actually be the winning strategy now, if one adds shooting and short excursions for cash)
  • enviro destruction is fun
  • enemies going out of frame are confusing
  • money hitbox feels too small

A screenshot of an enemy getting stuck:

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Amazing game. I dig the aesthetic and the fast flow.

Some findings:

  • WSAD move is way more preferable to me than Mouse move, because the special attacks are not homing and the cursor needs to be both on the enemy and away from the enemy at the same time
  • I don't see an option to change the control preset later, needed to restart my VM to try both
  • in the palace/hotel level enemies would regularly get stuck on spawn
  • desert level blocking ledges a bit too samey with the floor, a tad confusing in the heat of battle
  • initally I thought the music will be too intense, but once I got into the battle trance it was perfect
  • credits window hard to scroll
  • the boss (I've seen a charging one with some sort of axe) was way beyond my skill, but that doesn't mean much, as I don't usually play this genre


Anyways great stuff!!

Great feedback. I definitely need to give player more interesting options and agency at the start.

I also see how more knockback could mean more fun.

Thanks for playing!

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I can see the work you put into it! The game has potential, lots of mechanics are in place.

The inital walk to the mine could be even shorter for my taste (exposition through snappy dialogs was good I think), but once we're in the mine everything feels right.

On the level 3 I got unfortunately locked here (I couldn't move down,even without the warlock there) and the game from being very easy suddenly became very hard.

Maybe health potion drops could happen more often too.

Overall I like it!

It would be nice to adventure a bit further with John Chthonic if there were savepoints.

Maybe in the heat of battle I was running out of stamina but in the dual enemy encounter I felt like I cannot pary or run away when they got too close to me.

For me it was a bit tought to play with mouse and keyboard on a windowed VM, as my mouse was going outside the window when I turned (probably not a problem for most).

I am looking forward to trying it again!

I like it! Especially the arena.

Arena feels balanced and very replayable (played two games deep).

With the dungeons I couldn't beat the initial swamp without getting booster packs (and after getting them it became too easy). But I was still getting the hang of the mechanics, so maybe that's why.

The open-ended design of the overworld confused me a bit, not sure why should I go to one location over another.

It would be nice to have a way to visually determine if the minion attacked already.

Overall very good!

Two bugs I've encountered:

1. In the arena the card pool doesn't reset on returning to the main menu, but the deck does.

2. Lots of taunt popups in the lobby between arena battle (an empty card prefab?)

Thanks for the recording! Very helpful.

I think I have some ideas on bringing more interesting cards early and adding some tutorial.

Good stuff. Looking forward to the next update!

I like the 17th century inspired setting, and I am intrigued about the lore.

It would be easier to explore further if there was some way to save progress.

Some combat animations seem too long for me, not responsive enough.

BTW corvinist (korwinista) is a political term here in Poland (circa a libertarian), hehe.

The atmosphere is excellent! The use of art and audio too. Very impressive for a week of work.

I don't have much experience with dungeon crawlers, I could be missing something, but I would like to have more clarity about the choices I can make.

Why should I go in a certain direction? Why not rest all the time? When should I run from a fight? etc.

Maybe some tooltips or otherwise more details about the enemies and the action would be good.

Thank you!!

Good points, I will work on difficulty.

Yeah, I didn't think of exculding starting cards from rewards, but it makes perfect sense to do.