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!
Rundevourer
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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!
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.
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)

