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Surt R.

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A member registered Mar 23, 2016 · View creator page →

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Nicely done. I'd like to point out that the movement feels like there's some strange headbobbing going on as if you're jerked forward a bit further than you should be and then pulled back. It makes the game more disorienting than it should be.

Nice and ambitious, but the perspective makes it harder to gauge how many steps you need to take. On the other hand, it makes the environment feel even more claustrophobic. The movement has a strange moment -- if I move right after turning, it looks like the camera starts jerking for a moment.

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The combat felt very simple and repetitive, but I liked that the game was focused on ranged combat. That said, most encounters felt like hiding behind cover, waiting until the enemy was done shooting, then popping out to take a shot, but there were a few moments where enemy placement felt like a puzzle I had to figure out to avoid taking damage, and I wish there would be more of that.

Also, I think having VO in the intro dragged it for too long -- it would be much faster to read it and start playing.

I liked the art style and exploration, but long pauses for spoken dialogue felt unnecessary and dragged the game during the first minutes, right when it was supposed to hook the player.

It feels rough. The areas are open and take too many steps to traverse. It's hard to gauge whether the enemy can damage you since stepping away to the side still makes it possible to get hit (or hit enemies). Maybe that's intentional, but it felt weird.

That said, I liked the little moments where I could instakill a cyclops by sneaking up on them.

It's... playable, but failed to keep me playing for long.

The music and sound effects felt a bit out of place.

It seemed like enemies couldn't hit me at all and some enemies didn't move on the same grid as I did, which felt weird.

Interesting idea, but the execution leaves much to be desired. It's easy to become disoriented and it's not always obvious if moving up and down is possible.

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Pretty good. I'm not a fan of the two-step tango combat, but the atmosphere was solid enough to keep me going. I wish keys were different from one another, e.g. through colors.

Also, the visuals are nice, but I wish there was a CRT filter -- the backgrounds have an almost pre-rendered quality to them.

I think an option to mute the main color a little bit could go a long way.

It's a fun experience and it's easy to see how you're learning and improving with each game.

My only gripe comes to the dungeon visuals -- the animation gave me motion sickness after a while.

It's a nice demonstration of your engine and an interesting scenario.

But one glaring issue that spoils the entire game is getting hurt by hitting obstacles where it's not always obvious if you're facing one, especially in a game with limited resources and quite fast movement speed.

I'll play it again if it gets sorted out.

Great atmosphere and nice art style, and seeing verticality in a dungeon crawler is always great.

Not sure if I like the bonk-based combat, but it works for this jam.

That said, the movement felt sticky, and after a while, the visuals started giving me eye strain. Also, I had trouble alt-tabbing out of the game to take notes.

Interesting idea, but the execution didn't quite work for me to keep playing for longer than a few minutes.

I played it briefly before ending up in an area I couldn't leave, no matter what I tried.

Combat lacks feedback, and exploration is marred by tiles that look walkable but aren't. The addition of VA seemed like an interesting idea at first but it gets annoying very quickly, especially when player characters bark over NPCs.

Very nice. Please keep working on it -- the world needs more cyberpunk dungeon crawlers, especially those that have GUNS.

Thanks for the feedback. Indeed, the game is quite limited at this point, as the combat was designed around the quirks of the second half of the game, where you play as a Demon Lord and select his actions, while the rest of the party decides what to do on their own.

The extended edition will allow the player to select which skills to use and will play quite differently from the jam version.

Nice idea and execution, but the combat bugged out on me while fighting against a robot with a shield. I'd like to see this developed further.

Fun game. Autobattling wasn't bad, but after a few battles, it became too predictable -- something that I've experienced with Demon Lord, hence the addition of various skills to keep things interesting.

I also found text scrolling to be too slow for my taste -- I wish it was in a bigger window so I don't have to focus on a tiny text box in a corner.

Overall, it feels finished despite these issues, but it also feels a few improvements away from being more than a fun distraction for a few minutes.

Nice style and combat system -- reminded me of a jam entry I wanted to do in 2022 but never finished, so I'm glad to see a game that explores similar ideas. I'd like to see it expanded into a complete game at some point.

It was a fixed encounter with Goblins, and yes, in retrospect, it wasn't balanced that well for a beginner team.

A solid entry, but the movement is too slow for the size of the dungeon, and the perspective makes navigation harder. At one point I encountered a bug that threw me off the grid.

The combat system is simple but effective, but I really wished for keyboard controls or an 'Auto' button.

It certainly has potential but suffers from inconsistent assets and poor combat. Also, it looks like there's a bug that won't let me die. 

I played it on a decent laptop using Chrome -- the main problem for me came with the fog implementation, it was just too sudden.

I wanted to give it a fair try, but the movement felt too slow for the size of the map, and the fog implementation made me want to throw up due to how sudden and laggy it felt, the latter being a dealbreaker.

Sorry.

Very interesting take on the jam theme with nice art, and it looks like the engine (?) was improved over time, and now performs without weird lags. Felt a bit confusing at first (at least at 2 AM), but I know I'm playing a CryptRat game if I'm playing something that feels like getting a game with a refcard, but no manual, and I have to man up and figure things out.

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The theme comes into play once you defeat the Demon Lord. As for the combat options, they only affect the party leader -- a quirk from the early development that was too late to change when the project was redesigned halfway through.

Thanks!

IIRC it's a problem with the Itch app -- it doesn't like when the file extension is ALL CAPS.

Not bad. I like the idea behind the mix of traditional dungeon crawling and turret-style shooting.  The digging mechanic is a nice touch.

A few nitpicks:

  • You can hold the Shoot button and it'll unleash enough bullets to insta-kill any enemy, as long as you don't turn.
  • There's not much feedback when you hit or get hit, making the combat feel somewhat flat.
  • The encounters happen too suddenly, making it easy to get caught off guard.
  • As mentioned before, the enemy variety suffers a bit, since encounter rate is high, but they end up feeling samey.

Go right ahead. Just give me a link so I can give it a try! :)

Software.

I think you'll enjoy the 1.0.1 update with nav markers and additional QoL features, then. :)

Please pay attention to the upper left corner of the screen -- the log contains not only combat-related messages, but the story messages as well. You'll hear a notification whenever you need to take a look to learn more about the controls / objectives / etc.

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Thanks for sharing your thoughts. There's no ability to rebind controls -- these settings are leftovers from the standard Unity configuration.

The waiting mechanic was designed to allow the player to replenish energy in combat, but also rest in the dungeon while risking a random encounter. However, since random encounters never made it into the game due to lack of time, it ended up feeling like 'debug cheat' indeed.

As for the UI -- the visualization for attack types and targeting modes was cut to stay on schedule. Initially, you'd have a list of body parts of each target and their status and hit probability to figure out the best sequence of actions to deal with each enemy type.

This game has huge potential and nice presentation, and it's evident that a lot of work went into it, but it's too ambitious for a jam game and falls apart way too quickly due to the unskippable intro, very quiet VA, and barely-working combat.

I hope you'll keep working on it and realize your vision, but also make more focused games for future jams.

Fun, but some extra variety in the environment would be nice, or at least the ability to mark walls to be able to see where I've already been.

Seems interesting. The slapfights against zombies and skeletons were pretty amusing, and I like the subtle communication of where the traps are. I think the combat is slightly too abundant for this kind of game -- I wonder if it would work better if enemies were less frequent, but more dangerous. Overall, good effort.

Decent game, but the movement feels too slow, the steps feel too short and the perspective seems too narrow. That said, I think that a realtime crawler where you observe enemy movement and get a drop on them is an interesting idea and I'd like to see more of it. Keep at it!

Has potential, but needs more work on feedback, and for some reason I stopped being able to pick up items during my first dive into the dungeon.