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skharv

14
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1
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A member registered Jun 09, 2022 · View creator page →

Creator of

Recent community posts

Yeah, the sound bug was a shame. I spent a fair bit of our time recording a track for it too! We have music layers that compound each round to increase the intensity. Next time we'll be making sure we can get all aspects of a game working before we choose a framework. Thanks for playing!

That's a great score. I've only been able to get 14910, so you're not far off! It's a shame that sound in the framework we used doesn't integrate well with wasm. A lesson for next time I think!

Thanks, I'm glad you liked it.

Thanks for the feedback! Yeah, I'm not much of an artist really, and with such a short timeframe, I just settled for having the staff point in the direction of the enemy. Seemed like that was the quickest way to make him not feel too static.

Yep, that's a great point! I could feel my hand cramping up just from testing the game haha. Thanks for the feedback! :)

Yeah it's tough. I think next time I'll cut the scope a little and try to get it playable in about half the time. Then I'll spend a bunch of time doing the balance.

Thanks for playing Krumplik! I'm glad you liked the monster's diversity. :)

You are actually spot on there. The floors are populated at random. The goal was to make it so that you had to decide if you felt you could win against what may be on the other side of the door. That's why there's the option to keep the door closed. It didn't really turn out that way because it's very simple to beat whatever you encounter. But the goal was for you to make decisions about next encounter based on your stats. A bit more time and I might've got there. Thanks for playing! I'm glad you liked the graphics and audio. I don't draw often, so I'm glad that it's passable. :)

Thanks for the comments Bulboculus! I'm glad you liked it! During development most monsters would 1 shot me. So I had some really strong items to compensate for that, but because they drop at random, sometimes you could kill a few monsters and other times you'd just have no luck. So when I toned down the monsters before "release", I didn't go and adjust the items to match. Near the end I also added a heal/mana regen after each round of combat, which I think could be tuned to make it feel a little more like you're getting run down as you progress.

Thanks Heellmet! I appreciate your feedback.

As far as inspiration, I don’t really know where it came from. Mostly I was trying to whittle down the scope of the game. So an elevator meant I could get multiple doors in the game without player movement. The first person aspect ratio meant no player character art. I also thought, turn based combat is pretty simple, so I could get it up and running fast. 

Thanks for playing! :)

Thanks for playing! Yeah i was really looking forward to writing and implementing some music.  With a little more time (or less slacking off haha) I think I could’ve got it done. 

Hey, thanks for playing! I'm glad you enjoyed it enough to reach the end. :)

That's a great point! I don't think I wrote down how to win.
Remove all the enemies and you win.

This is great! Huge fan of the graphics and audio. Gameplay is fun too! Good work.