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rhealms

13
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A member registered Sep 12, 2024 · View creator page →

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Loved the art and overall aesthetic in this entry. Also a great interpretation of the theme! 

Very polished entry! This has the most visible graphics out of all the 3d entries I have seen.
I really liked the use of luck in this game. It had me on my toes during combat, not knowing what the outcome would be. The overall feel is arcade-like and addicting.   

I found the maze to be disorienting and basically had to completely rely on the map to figure out where I was. Not sure if that was intentional or not - I could see it being either way. It felt very game boy in that way. I never ended up using the fairies when they spawned, but later in my run I found myself with just 2 health and was willing to sacrifice some luck to grab a bit of health. The fairies were gone... I think it could encourage the player to make decisions (sacrifice luck) or backtrack if they stuck around. But I could also see memorizing where they are and taking the chance before a hard section on repeat playthroughs as good design. It all depends on the goal - is the goal to keep players coming with repeat playthroughs? Or should they have a decent chance at beating the game the first time? The former is much more of a gameboy era design philosophy, where the latter is more in line with what players expect today.

I think the fact that I'm pondering these design questions speaks to the polish of this entry. Very engaging  and polished entry, nice job!

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Really solid entry! Absolutely nailed the game boy aesthetic (it is a game boy rom, so that checks out). Loved the references to games past - the EarthBound Beginnings one was nice. Soundtrack is kickin', graphics are great (love the isometric view), the writing is on point, and the length of the game is perfect for a game jam game with just enough reason for replaying with the timer and rank.

The only suggestions I could give are about collision and inputs. Sometimes these things felt clunky enough to be distracting, but it was ultimately fitting for a game boy game. 

A sweet and short game. I liked the synopsis a lot, particularly the detail of the main character being unlucky at being fast so falling slowly. That gave me a chuckle.

I liked the looping track, though it is a bit repetitive. The graphics are nice and it does scream early gameboy. The game becomes trivial after standing below the cat or on the top right platform. Fixing this and possible adding more levels would make this entry shine more for me.

Great job!

Thanks for playing! I'm surprised someone managed to escape the karmic cycle, nice work!

Thanks for playing! Really appreciate the positive feedback. The slugliks are my favorite class as well!

Lol I think the sluglik route is my personal favorite as well. Thanks for playing!

Thank you!

Thank you!



The subject matter in this entry is way too relatable for me, and it's a great interpretation of the theme . The aesthetic of everything here is consistent and serves the purpose of creating a sense of lethargy and exhaustion, but it still manages to have a sense of humor and be an entertaining portrayal of this predicament.

I really liked the writing - it has  a dark sense of humor that fits with the tone well. I particularly liked the AI bot being called A.I.N.U.S. The art also really shines here and I like the choice of palette a lot. The music is good and fitting, but it does get a little repetitive with the one track I heard.

The tediousness of job hunting is pretty effectively portrayed in a gamified way here, but imo it was just a little too tedious to be something I'd want to come back to. I wasn't able to get past the aptitude test because I didn't want to have to memorize arbitrary answers and couldn't seem to find any hints around the world. It's a fitting parallel to what it's like looking for jobs in 2025, and I like the social commentary, but the tediousness of it was enough to turn me off from seeing the game through. Other than this, I really liked the game!

Nice entry!

The gameplay loop is addictive and satisfying. It does get a little repetitive after a while, but for something to pick up and play for a few minutes on a bus ride or something it's great. I thought the use of chance/luck was a good interpretation of the theme too.

I liked the color palette chosen a lot. The graphics were also solid. Small gripe, but the inconsistent pixel sizing irked me.

My favorite part was the sound design. I was really vibing with the music in particular. Really groovy and cozy - perfect for a puzzle game.  

Nice job! 

Nice entry! I found that some of the ghosts were really difficult for me to beat, and because of the random nature of the encounters, I kept going back to the devil to give him souls right after I beat a ghost instead of risking it to continue exploring which I think made the pacing a little frustrating. Other than the difficulty balance, I found the gameplay engaging and the B button mashing was a nice touch. 

The graphics, music, and setting all served the theme well. In particular, I really liked the setting and characters.  I was hoping that the story would advance - maybe I didn't get enough souls for something to change?

The game was short, but I did really enjoy the content that was there. The graphics and animations in particular were well done and fit well within the themes of the jam. SFX and transitions between screens would go a long way in making the presentation of the game better. Nice job on this!