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Rundevourer

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A member registered Apr 24, 2025 · View creator page →

Creator of

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Love how you have to sacrifice something at the start to be able to move! The visuals match very well with the grim atmosphere you went for. Don't know if it's just with me, but I found parrying to be a bit too easy and that led to me being able to grind to max gems every time just before finishing a room and moving on to the next one and also to the boss not being very tough. By the way, congrats on winning the previous Mini Jam!

It took me a second to get used to the controls, but I really enjoyed playing it! And I liked the parallax effect on the background! It would have been nice if there was more than one big enemy ship so there would be a bit more to do.

I did notice some people had made changes during the rating period, but I was just unsure about how much that was in line with the rules. The issue should be resolved now!

I liked this one a lot! The artstyle definitely fits the somewhat somber theme the game has and the same can be said about the music. 

However, I did notice that the player character's sprite stands above the roof of the cabin below the starting point when walking over it, but stands below the roof of the one above the starting point. And I also kept wondering if I was somehow able to interact with the machines scattered around the map, as some of them glow while others don't, but wasn't able to. It might be just that I missed something that allows that.

You don't have to apologize for the long comment*, as I really appreciate all advice (especially if it's detailed) given to me! I tried replicating the screen bug, but I seem incapable of doing it as I don't have a mouse and it doesn't seem to work with a touchpad. I will still change the window settings in the update after the rating period. And about the mixels, I thought having different pixel sizes wouldn't be too bad, but I get why that's somewhat of an issue. I actually did compare sprite sizes during development, but only after I had already made the tiles and the player sprite, so I chose to roll with the pixel difference rather than redesign as to not risk running out of time.

P.S. Regarding level 6, try combining some of the things you can do with the spear.

*As you can see, I'm a bit of a long commenter myself!

I found the music to be a bit slow for my liking, but the time limit creates quite a lot of tension and having a room count is a really great motivator for replaying after a game over.  So overall, well done!

It's a pretty unique concept!

You're spot on about the assets and sound effects being a bit slapped together, as I did want to make a detailed background to create more cohesion and wanted to spend more time looking for and editing sound effects, yet didn't end up having enough time. And regarding the archers, I think I just got muscle memory for their arrows during development, thus why I didn't notice that they might be too fast. I do plan on updating the game with a few things I didn't get to include due to time constraints, like an ending cutscene, after the rating period so I'll change the speed in that.

Thanks for the advice! I was thinking of changing some of the art before submitting to make things fit along better, but sadly didn't have time for that. 

I didn't know what to expect when I clicked on this game, but I'm honestly pretty glad I did. You did really well with the spritework and the music is top notch!

I loved how things felt more and more tense the further I got and how the backgrounds made me constantly feel something was... off about this place, which is pretty fitting for HELL. Also found the enemy designs to be incredible!

I'm not really a fan of procedurally generated endless games with basic gameplay, but I do appreciate the detail put into the sprites. If you plan on improving the game later, I would advise animating the enemies to make them a bit more lively.

Liked the aesthetic! My one complaint (as I liked all other aspects of the game) about it is the regenerating health, as there would have been less waiting and more of a challenge (excluding a few moments where I had to dodge enemies while waiting for my health to fully regenerate) without it.

The visuals are fantastic, the story kept me engaged and the I found the music to be AMAZING... yet the gameplay did start to feel a bit tedious a few stages in. Though everything else did mostly make up for that!

Nice to see another game featuring spears as the main object used! It's fun to play, but I do think having checkpoints would make the game better as you could then choose whether you want to continue from a checkpoint or reset fully for a better time.

Love how you can plan out how to go through each section of the game due to having multiple weapons at your disposal! I do wish there were more levels so I could experiment more with different tactics to eliminate all the rats.

P.S. Really like the design of the final boss.

This game has AWOKEN my inner need to shoot arrows at digital frogs!

A+ for effort and also A+ for execution! It's very easy to get addicted to it!

I found it to be a bit on the short side and the sliding sound could have been better, but I nevertheless enjoyed it!

With the mix of the visuals, gameplay and plot, I think you've made a fantastic game. 20 stars!

The visuals and concept are great! Just wish there was a way to move on to the next day faster than waiting for it to become nighttime as you can't do much during it until you obtain a sword. But still, I enjoyed it.

Well done with the aesthetics!

Rated it just now.

Incredibly well done! 

https://itch.io/jam/mini-jam-183-calculations/rate/3511614 (P.S. You need java version 17 or higher to play it)

It requires java version 17 or higher, otherwise it won't work.

Enjoyed playing it!!

https://itch.io/jam/mini-jam-183-calculations/rate/3511614

My apologies for that. I was hoping that the resolution wouldn't be an issue for anyone. I am planning on adding more levels, so I'll make sure to solve it.

Great game and level design!