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TairusDjons

21
Posts
A member registered Mar 12, 2024

Creator of

Recent community posts

Movement and art style is great. But the game is lacking some hints where i supposed to go, it's very hard to navigate. And I'm missing sound feedback on my actions :(.
Also, there are some bugs. Doors strangely respond to mouse clicks (it seems that the logic for door opening works in update and always closes/opening when i hold my left mouse button). When you pickup crossbow you can shoot enemies from the distance if you click on them, but it seems Combat button which is placed on the screen doesn't do anything.

Really liked combat and art style, movement and punching is pretty unique compared to other entries! It's a shame the game is so short without proper gameplay loop
Still, very solid entry

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"Watch out!"

This game is very goofy in a good way! I really liked the destructible envoriment and voice acting (even though it was AI, it was spot on and funny). 

I completed this game and my only con is that it was very unclear where i supposed to go. Good for me that  i guessed right about stones placement.

Also you can pick up stones, but you can't do anything with them, i guess it just not finished mechanic.

Overall it was fun just lurking and destroy everything,

Thank you for playing!

I also noticed double mention in credits after submission XD. We added main menu and credits at the last moment. So yeah, there's might be some UX issues as you mentioned (double click to exit).

About movement, i also noticed awakward buffering when holding forward and turning at the end, but didn't have time to fix this :(.

Thanks for review!
There's input buffering, but the queue for inputs is not very big i guess.
About puzzles, there's link to walkthrough which contains a little description that tells what you supposed to do.

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"I mean you train me all game to find the differences and avoid the monster and the last challenge is about timing and attacking and all"

Damm, this actually oversight that we didn't provide any info about what you should do against him.

Yes, you should kill him with a sword, i guess we should increase damage output. He will be dead with 12 hits.

The tactic against him is pretty easy, but i guess if only other people played Legend of Grimrock.... i mostly was inspired by it when created this combat loop. You should constantly change your position to make him rotate, hit him when he comes to you and just step left or right.

This game is a gem. I like everything about this game, especially combat.
But as Mag also stuck at second cave, it was very counterintuitive to navigate

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Easy 5 star. I think this entry is underrated. Nice doll/chibby like graphic,  music is spot on. I love puzzles and this game delivers.

That was very fun to lurk around, music and sfx is nice, graphics is pretty.
But combat is too easy, i literally can just spam Attack to win every interaction

This game defenetly needs a little bit more polish. Combat is wonky, i really misisng buttons for strafing, UI a little bit basic. SFX acutally is good and has good feedback, while combat might be basic, it fun to click on monsters to attack

I realy liked inventory management, but it will be much better, if you also open your backpack when you looting something, it's not conveniet as for example to open chest first and  then your backpack.

If it were also stylized in a similar style as the environment, it would already make it 10 times better.
Right now it looks more like a default templates for web UI :D

Game looks great, but tutorial or little description on main page is what really needed here, mechanics is not that clear

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Great aesthetics and theme, really liked UI and CRT shader.

But combat is where thing feels not very polished, first encounter already can ruin your playthrough as Kai (i lost to the first skeleton three times in a row and can't do anything about it). It feels like every entity should move as in turn based game (when you move, other entities also move), but they move in real time and don't have attack startup, which causes situation when you one or two turns behind from enemy, can't kite them and losing because of it.

I guess this game is more about stats and positioning, but begining is pretty rough.

Aside from that, overall it's pretty fun game 

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I mean i really like the concept and where this is going, great experiment. I'm talking about other people, who might rate this game lower because it's fall off from their definition of dungeon crawler.

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If only there was more of it...
Agreed with everyone else about movement

Really liked this goofy art style and sound design, movement is also satisfying. But UI is a lackluster and i'm not sure you can complete this game with current balance

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Very unique art style and idea. But unfortunately this game fall off from provided rules for this jam

Very weird game. Really appreciate good sfx, ambient and graphic design, looks very interesting. The only cons is lack of movement queuing.

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Overall, the atmosphere is excellent, and I have always preferred real-time combat, such as in Legend of Grimmrock as in this game.

But the lack of ambient music and pretty abusable combat (there's no movement recovery or transition time; you can move as fast as you tap) make it a little underwhelming.

I really liked the atmosphere and art style, good one.

But I think hunger and fuel mechanics need a little more polish, it runs out very fast and too punishing. But anyway, considering the time constraints, it is understandable, my game suffers from not proper balancing too :D.

Still, a very enjoyable crawler with an interesting combat approach.

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Thanks for playing

"Quite hard to determine what is where when it runs after you"

Because of the level structure, many odities is pretty easy to spot if you just calmly walk around, so that was the main point of the enemy - to make you haste and make mistakes.

But as we noticed, the "monster" might be too harsh and aggresive if you don't know tactic against him(