Doing my final comment of the jam, but I just wanted you to know how much I enjoyed playing this one. The vibe of this game is fantastic. And the feel of the dungeon crawling movement is literally excellent, maybe the best of any dungeon crawling game I've played during one of these jams. It manages to make grid based dungeon crawling feel like some sort of Dead Space fps game. Very, very good in that regard and I could see expanding on this game pretty well.
I did have *some* issues with the combat as it felt like bullets weren't correctly striking enemies where I was aiming or something felt just a bit off. Maybe not the correct kind of combat feedback (for me anyways). I felt like combat was kind of the weak point, though I did really enjoy the different weapons and how they worked. Obviously it's a game jam so no worries though as you got a lot of good stuff done in a little amount of time! Great job!
shrack
Creator of
Recent community posts
Doing my comment rounds after the jam due to time constraints previously.
So for me this had the potential to be my #1 that I played during the jam. My only issue was I feel like the audio could have been substantially better here and you would've had a potential #1 rated game on your hands; the voice acting addition was great though. All in all this was a very good entry though, especially once the Vampire Survivor-esque mechanics really start ramping up. I also enjoyed the teleport mechanics with the dungeon crawling and such. Very nice job!
I'm doing my comment rounds after the polling closed due to time restraints earlier, but I just wanted you to know that this was one of my favorite games of the jam. Lovely art style and vibe. I really loved the kraken battle and thought just in general everything fit well together. It really had it's own thing going and the game felt alive to me. Awesome job!
Thanks for all the great comments and taking the time to play. We had a lot more we were going to do with it, but ultimately had to make cuts just due to time. We had planned for the bear and cat to actually have a couple of abilities altering combat as well, but yeah, just a time issue.
Really appreciate it!
I appreciate you taking the time to play and the nice comments. And yeah, in hindsight we should have added a skip or continue button for the dialogue.
For combat, we agree. We were initially going to have it randomly show a couple of options the enemy was going to choose and they would have set choices they would make. Most issues with the combat system were simply a time issue as we didn't have time to implement it fully.
But again, thanks for playing!
Copy pasting what I mentioned to a post lower down regarding combat: "We didn't quite finish it so it's missing a couple of elements. The idea was to have a set attack pattern for each creature type and then visually show some of the elements the enemy chooses each time. Harder enemies have more choices and higher health, etc. We didn't get to the showing of the enemy choices due to time. So yeah, in play right now there's no real way to "know" what choices you should make and it's just feels sort of random. Unfortunately just ran out of time on that front."
We appreciate you taking the time to play and letting us know your thoughts.
Appreciate you taking the time to play and give us feedback.
Copy pasting what I mentioned to a post lower down: "We didn't quite finish it so it's missing a couple of elements. The idea was to have a set attack pattern for each creature type and then visually show some of the elements the enemy chooses each time. Harder enemies have more choices and higher health, etc. We didn't get to the showing of the enemy choices due to time. So yeah, in play right now there's no real way to "know" what choices you should make and it's just feels sort of random. Unfortunately just ran out of time on that front."
So I totally get where you're coming from. Thanks again!
Understandable about the combat system. We didn't quite finish it so it's missing a couple of elements. The idea was to have a set attack pattern for each creature type and then visually show some of the elements the enemy chooses each time. Harder enemies have more choices and higher health, etc. We didn't get to the showing of the enemy choices due to time. So yeah, in play right now there's no real way to "know" what choices you should make and it's just feels sort of random. Unfortunately just ran out of time on that front.
Appreciate you taking the time to play and comment!