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slashie

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A member registered Nov 08, 2014 · View creator page →

Creator of

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Unfortunately, packing this game as a downloadable isn't as simple...   I want to do it, need to set some time aside.

Thanks for playing the game and posting the gameplay, I'm happy you enjoyed it :)

Thank you for your feedback as well! 

Thank you!

Thank you!

Thank you for your feedback! very useful!

Thank you!

Thanks for pointing it out! I just added the README and the license file :)

Also, thank you for playing; I'm glad you enjoyed your time. Frustration for getting lost is a common concern and this seems another case where I should have caved-in to the obvious and add some navigation help... maybe at least a compass if not a minimap.

Thank you! all of these are good suggestions!

Thank you

Thank you! this has been fixed in the improved version :)

Thank you for playing!

Yeah, I think I could add some feedback when player is teleported to avoid confusion, both sound effect and some message :D

Running from fights is a good strategy, but you can't always do it so gotta be careful to prevent being cornered!

I fixed the perspective issue a bit in the improved version, thanks for pointing that out!

Thank you for sticking to the end, wow that was a close call! 

The improved version addresses a little bit  about strategy: in short, you should dance around a bit to avoid being hit, instead of just bashing the enemies and receiving hits (but it's hard to communicate that!)

There's also a single way to recover health, but you shouldn't really rely on it (rather try to avoid damage on each run and hope a little bit of luck is in your side :))

Thank you!

Thank you!

Hmm yeah, I could have added some kind of "shading" to the walls while keeping with the minimalistic ballpoint pen style. :)

The decision not to have a map was deliberate but as always it's hit or miss because it requires players to really commit to the game.

Thank you! :)

Thank you!

Thank you! :)

Thank you! I actively decided not to use a minimap but could have done a better job to prevent disorientation some other way :)

Thank you!

Thank you! I agree it could have made much better with cues in the wall, or furniture in the levels. We actively decided not to use a minimap but these thing could have helped a lot, I will consider them for future updates :)

Thanks! I already created an improved version of it and am thinking of possible adding some more content :)

Thank you for givig it a go!

Thanks! There IS a way to recover health but for the most part the idea is to avoid being hit by dancing around the level and timing your way in combat 

Thank you!

I hesitated to include a map because the feeling of getting lost was part of the design but I understand it can create a lot of frustration. I think including some furniture to the level would have helped a lot but there just wasn't enough time :/

Thank you! Glad I managed to evoke that feeling :)

thanks!

There are rooms that having magic puzzles that teleport you away so you have to pat attention to the messages and signs :) same reason why I decided not to add a minimal (it was a hard choice!)

Thank you! :)

Thanks!

Sorry to hear you never found the blue chicken :(

Thanks!

Working on fixing that issue! :)

It's a bit ugh because monsters and level are drawn separately, so I'll have to merge it back but prevent flickering for the walls and floors scrawly lines algorithm.

Thanks!

Make sure to read the signs and don't rush it :)

Thank you! yeah, getting lost was meant to be part of the experience but I missed some element to make it more enjoyable :)

Thank you!

Yeah, getting lost is part of the feeling, but I know I could have made it a bit more fun 

The game looks great! the typing based reflex game I think was a good idea but it's beri beri hard to play without a keypad :/

Thank you! for next version I'm doing some perspective changes including extending the depth, and pulling the view a little bit towards the player. I hope that will make it a bit less confusing :)

Thank you and thanks for the feedback! I already did some tweaks I plan to release post-jam :)

Yeah, I cut some corners there because of the time constraints, like, doors are only rendered on the wall directly in front (not in the walls left and right). Guess it'd make sense to fix it post-jam.

Thanks!

Thank you for playing the game!

I thought a LOT about adding a map, but in the end deciding the disorientation part would be part of the dream-like experience, especially for the "warp" puzzles to work fine. It's a HARD call!

Thank you for playing!

> I found the combat a nothing-y, maybe I missed something, but I just hit forward until I won and never felt any danger? 

It's a bit simplistic, but I think it works pretty well when you are forced to maneuver around the room and try to avoid being hit; I possibly erred on the "easy" side in the last balancing touch, so that people could experience the game (maybe if you had had 1/3 of hit points, you cannot just bash your way to victory)

> My experience was also that it was very easy to get lost, I wish there was just one more tile of “render distance”, or more variety in the areas, because I took my a lot longer than I care to admit to realise the start looped.

I'm a bit torn on this part since I did want people to feel weirdly lost, but I agree one more tile of viewing distance, and adding more things to each area would have improved the experience definitively.

Congratulations and thank for you sticking through it and finishing the game! :)

> Not sure whether this is just a matter of taste but I didn't love that you can't know when there's a door behind the tile next to you,  

Not sure I got this one, you mean like in one of the walls in front of you, but left or right, you cannot see if there's a door? Or you mean at the tiles left or right of you?

> the cooldown-based combat overall works in the context of the game but it's still a bit slow and not super exciting the rare times you really need to engage with it to death.

Yeah, I think it works when you can maneuver around, but if you are pushed against a wall, it's a bit underwhelming probably.

> It's slightly off-topic but that's also the first opportunity I have to thank you for everything you're bringing to the gaming community,

Thank you <3 <3