Thanks for playing! I appreciate your kind words but really the polish is because I used RPG Maker, so I won't take too much credit for that lol!
Shitsurei
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Cured the elder dragon! Cute game! Cute dungeons and dragons! Pleasantly surprised by the match 3 combat, the pace might be a tad too slow but it might be just me talking. Swapping any 2 orbs instead of only adjacents might make the combat too easy, but maybe with the amount of dark orbs there are, the board will be reset much more often. Awesome!
Beat the dragon! The controls are certainly clunky. Maybe lock WASD to movement and arrow keys to cast? Also QE usually are used to strafe, so the spells should be on 123 key. The combat is great, frantically pacing back and forth to complete the spell is fun! The incantation sound is hilarious, too!
I got stuck between a virus enemy and the elevator right after I go down a floor in the 4th building, and I got shredded to death. Movement is great but the shooting is wonky, as others have commented. Fire rate should definitely be increased. The 80s cyberpunk / Tron-esque visuals are great. It's a cool game nonetheless.
Collected all the orbs! Combat is tight, thankfully potions are plenty. The dress-up visuals when you change gears are cool, too. Truthfully this style of oldschool dungeon crawler is not my jam, but cool game nonetheless. I think if the aim is to emulate real old school dungeon crawlers, this game has done it excellently!
Cool little game, the movement, visuals, and audio are great. the puzzles are great, charting a course with the radar on the minesweeper field was fun. When I got to the last terminal I thought I got to a dead end but when I clicked it it turns out to be the right one, so I successfully bricked the computer (and millions others). Clippy is sooo annoying!
There's a critical bug: when I have completed a few missions and then talk to the captain to I chart the course, the map resets to just right after the first mission. I did it twice, the second time was when just before the final mission, so I get discouraged from playing more. I checked it, when I go to the terminal directly, the map shows the right progress, then I talked to the captain, then I check the terminal again. The progress got reset.
That said, this is a cool game. The combat is cool but yes it's too long for the amount of variety in cards and enemies. The scrap and biomass rewards are too stingy so I never upgrade in the armory and medbay except at the start of the game with the default funds. The visuals and audio are on point, no comments there.
The voiceover is awesome. The movement and traversal could be improved greatly: the hallways are too wide (my first instinct is to strafe left and right and got confused why my character wont move), turn and walk speed is too slow, and you don't have press a key to enter a room unless its blocked by a door. The visuals and atmosphere is nice like a horror game, and making cleaning up like a standard RPG combat is hilarious (Oh no, a flying trophy cabinet! Aaah!) Good luck on your gamedev journey!
At first I don't know how to make a potion, trying to click and pressing F on everything does nothing. So I just go out to see the dungeon. The dungeon itself is great, nice visuals with cozy atmosphere and the enemy models are cool. What I don't understand though is the need to press F and left click, you can do it all with left click both attacking and interacting, or left click to attack and right click to interact. After exploring for a while and wondering when the game's gonna end I read the game description and realized that this is just a sandbox lmao. I then watched Captain Coder's playthrough and tried making potions again, turns out you have to click the potion on the whiteboard! Some onboarding would be nice. The potion making process is nice and straightforward. Nice game, needs more onboarding, the dungeons are cool, interested to see more of this polished up.
Step distance is too short, there's no strafe button, and there's no dungeon crawler level design to speak of, its just a wide open space. Something to keep in mind if you plan to make a dungeon crawler again in the future. Also the goblins are more like golems if you ask me. You got it the combat right though, and the music is dope!
I tried twice, only go down to the 2nd floor. Is this game procedurally generated? If so I got screwed then. there were lots of swords and no heals. The bird thing (coolest part of Kenshi btw, not that I've played it) leaves a crab corpse when killed. The gameplay leaves much to be desired and a minimap would be great, though visuals, animation, voiceover, audio are great!
I love the dorky little slimes. Love them to death. Also got all the secrets! I got confused at the start on how to change who's attacking and defending until I noticed the little buttons below the portraits. I think having the same attack and defense types on the same slime seems mismatched though, currently its a no-brainer to set the defense to match the one you're battling against, and the attack to whatever (should be the blue slime, the only healer). If it's like the red slime strong against mages offensively and against physical attacks defensively, I think the battle would be more interesting. It's a great battle system, though!
Brooo the cardboard artstyle is awesome! The potions are too big lol, I thought they were people. Also the idea of different weapons having different attack speed (and I assume can be swapped between color slots?) is awesome. Clicking on the colors is a chore though, maybe put it on the 1/2/3 button?
Played twice and beat the boss both times, best I got is 8/10 unlocks. I think the 2nd ending is a no-gun run?? I tried it a few times and gave up doing it lmao
Anyway, this is a phenomenal entry just like last year! The visuals and audio are absolutely gorgeous. The surface curvature mechanic is awesome, and a clever way to make a laser gun have a short range. The robots's shots appear to curve, though? Maybe just a visual issue.
Saved the hero! For the positives, the drawings are funny, the verticality is awesome, the collecting loot to power up is great! For the negatives, I think the lighting are too dark, and the torches didn't help much. My dumb ahh didn't notice that there are 10 rows of inventory so I threw out lots of items. Also I think I wouldn't get to the boss without a guide, especially the stepping plates in the cultist room (I read the comments first), Cool game!
Thanks for playing! My intention for this game is that it's focused on attrition and resource management, so I made the encounter rate high. But you can move the boulders to open up shortcuts so you don't have to slog through it again. One thing I notice though that player income is too low, monsters and chests give too little gold and the items are too expensive. For combat I think enemy evasion, not damage, is the issue. Its too high apparently. The map design is already good, yes, but economy and combat needs serious revisit. That's what I get from your and other's feedback. Thanks, I will do a postjam update!
My dumb ahh got stuck on the construction site. I didn't know you can enter vehicles before I watched Local Minimum's playthrough. I didn't know how the real Louvre heist was executed so I don't click with the logic I guess. Don't know what the Stealth perk does tbh. The looting experience and exploring to get new tools to get even more loot is fun, though!
Oof rough onboarding huh. Maybe I should explain more on how the player is supposed to play the game so they wont get horribly slain. The very early game is intended to be rough, but maybe not that rough.
If I had to guess CryptRat abuses bombs (intended) and/or Throwing Knives that cause 33% max HP bleed (balance oversight). Also every time you return to town you get free revive, full heal, and full ammo refill, so you can grind near the town for a bit and build up your supplies. For my trek to the boss myself I brought 10 smoke bombs (guaranteed escape from random encounters) and 10 Ice Bombs.
FYI my last playtest before submitting got me to completion after 40 minutes, but turns out I shouldn't base the difficulty based on my experience solely. Lower numbers will be a given when (if) I update this game.
Yeah the graphics are bland I know, I'm ran out of time before decorating it lmao
Love your detailed feedback! Also thanks for having played my previous game!
Thanks for playing! The back and forth loop is the intended experience, but I understand if it feels too restrictive, as I only start balancing this game an hour before the deadline lmao. I think the cause is enemy evasion and accuracy being way too high so you run out of items quicker. Thanks for pointing this out.
Also about the engine, I use a plugin called MZ3D that can be used to make 3D games in RPG Maker.
Tried 3 times, only got as far as the 2nd area. Hiding a key item inside an erratic moving enemy is devious. Turning speed is too slow, so you can take another step while still turning, making movement janky. Player height is too high so tiles feels too narrow, I have a hard time misjudged the distance to the item barrels. Combat is too unforgiving, with lots of misses and no damage hits. Health and especially resolve restoration are too far and few between. Had some minor analysis paralysis at the start with all the shop items, also I didnt realize those items have their own different slots so I first ended up with more weapons than I could equip the party.
That said the graphics and the portraits are gorgeous and the theme is hilarious.
My MZ3D plugin setting parameters personally are Turn Speed 300, Base Height 0.33 or 0.25. Shoutout to fellow RPG Maker users!










