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vlzvl

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A member registered Sep 22, 2017 · View creator page →

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Hi simonschreibt

Thanks for the comment.

No worries at all, this issue has long been fixed in new (and last) v1.2 demo. In addition, a window and a letterbox mode were added to support these large resolutions / monitors, without losing the original aspect ratio i.e. no stretching.

New v1.2 (demo) build has been already playtested and already working on last bits, expect it in few days with tons of improvements and original content :)

Hey, thanks man :)

I am already improving it and will soon have something more to show :)

Glad that you're liking this very early version!

Hey, I am glad that you played my game!

oh, thanks for your kind words :) Yeah, this is my engine and its a quite old one. I started creating its first incarnation around ~1999-2000 or something. I am going to release the engine's lib's and all that along with my other game The Darkness Below, in due time :)

I love working on consistency of a game and old retro  look/feel, until it finally "clicks". Although, for jam entries, this was a double-edged knife and had to sacrifice from other things; but regardless, I feel great about the UI and am glad that you liked it too, that was the intention. Indeed, not many games do that anymore; actually, your game Sanctuary's Grasp was one of the few that satisfied me in that department :D

Yeah, I made the game in such a way that you really need to think a bit in the end, otherwise you'll end up dead pretty quickly. I had plans to add more content but luckily my full job obligations caught up with me. Regardless, I have loads of feedback to make this another good entry in my own  games.

Thank you so much for the comment :D

Hey, thanks for playing my game :D

oh, that's a lovely comment and I so appreciate your comment about consistency; I do like to spend a lot of time trying to match graphics, sounds and all that, its definitely not an easy job for a developer :) Glad that you liked that!

Yeah, the event system need more love and really had not time to improve that; I had to sacrifice working on that to fully complete the game. I am definitely going to change the way, based on the lots of feedback that I got for that :D I am also going to provide some predefined battle tactics to give more control in battle.

Thanks again for your valuable time and writing down this feedback :)

Hey, I played your game :D

  • Loved the scenario behind that, very traditional. Loving it when people spend some time of actually writing these details before throwing us into dungeons we hardly care about :D
  • great title screen and music, loved the pixel style right from the start!
  • I was impressed by the amount of options that you put there, not many people do that and my own game didn't even had a "settings" option, lol. Although, I would had loved more if "Controls" settings was shown in the same place as others, but its nitpicking
  • So, did you even put a tutorial and a difficulty level? Impressive.
  • Superb music on explaining the scenario and lore behind the game. So effective and immerses someone to really dive into it!
  • Really retro look and feel of the game. Also, as a developer myself, I know when a game is properly optimized and doesn't pushes my system for throwing X effects just because. Impressive design and implementation of in-game movement and UI in general! Really, this looks like a game that came out in 1995 for voodoo cards :)
  • I would love it better if you weren't forced to "crash" on another objects; simply checking orientations and automatically showing options would do wonders here :)
  • "You get the Buckler" :D Although, the sound effect opening the hidden wall was really delayed; I usually start playing the sound immediately, thene do the action to keep it in sync (and trim silence from the start).
  • now this is a proper automap, minimal, effective and with huge squares :D
  • crashing on walls is wonderful feature but perhaps you want to drop the movement transition like half :D but this is nitpicking
  • one of the few games that really have a great field-of-view while being a transition-based game!
  • I died on battling the second bat :( would love if the first battles were child's play :D I underestimated these rats :)

Overall, such an optimized, polished and superbly implemented little game, in the old traditional way. You definitely need to work on this more :D

Hey, I checked your game :D

  • I am impressed that you submitted your game like ~9 hours before the deadline
  • nice intro and lovely music
  • nice, quick movement and transitions, with impressive visuals? love it!
  • loved the variety of items
  • that trail to show me where I'd been, really nailed it, nice touch!
  • the game kept crushing initially on a low-end laptop for reasons unknown, then played it on another and finally played. Needs some debug though.

Overall, a unique experience and cool concept and implementation :D

Hey, I checked your game :D

  • lovely, classical screenshots from the game is what got my attention initially
  • great title screen and music, very atmospheric and loved the transition between the two realities :) nice job!
  • superb field-of-view and movement, can't be better.. Smooth and quick movement, makes movement an enjoying experience!
  • it would be great if we had some introduction of what this is all about to improve the experience and motivation..
  • I got stuck in the room, after the stairs? then I learned I had to hit 'Space' :D
  • nice and complete combat mechanics but I feel that it could be worked more to end up faster, but that's nitpicking :)
  • loved the concept of changing the realities and opening up new content, these polished graphics definitely increase the immersion!

Overall, great and polished work for sure, nice job :)

Hey, I appreciate that you checked my little game :D

Lovely comments, thanks! Yeah, I had to do some shortcuts and trim some expected functionality to get this out before deadline :( Definitely I am going to add some simple predefined battle tactics and a bit more complex item / party management, although without changing the fast pace of combat which is what the game is all about.

Thanks for the useful feedback, I am glad that you liked it so far :)

Hey, I played your game :D

  • I liked that you made builds for OSX and Linux, I liked when people provide additional stuff other than Windows and Browser :D Although, I would had liked more if you offered a Windows binary as well :)
  • I loved that title screen and the choice you give :) I am all about "find and killing the boss"
  • I liked the UI generally, quite retro and fell in love with your navigation pad, not many people are even coding that. You get 5/5 for the retro vibes :) Lovely music as well!
  • I liked moving the dungeon and being presented with these very classical events
  • great perspective of dungeon, walls, floor and ceilings all perfectly arranged to give the classical view of a retro dungeon crawler!
  • nice battle mechanics but would had liked more if you had some effects on attacks; something to feel that I am hitting that dog brute or feel their hits too :D
  • loved the additional actions like "Bribe" and "Charm", mane, how much classical can this be, loved it!
  • I liked that you found the time to put these scattered boxes for us to pick up, yet another retro point for this lovely game.
  • its so nice that you spent time for making up these retro-looking wall / floor textures and didn't settled for something more realistic. They're quite a match! I would love it more if you do the same with ceiling though :D

Overall, it feels quite classical and traditional, which is something I love and practicing for like decades now <3. A 5/5 game, kudos!

Hey, thanks for trying out my game :D
Lovely that you checked the up linux version as well.

Heh, not many players managed to reach that dimensional wizard, let alone kill him :) Definitely wanted to provide a lot more content but I barely managed the deadline, fixing a lot of other more urgent stuff.

Thank you for your kind words, yeah I am about presentation but I guess on a 7-day jam they took a bit more time than necessary :) Still, I am glad you liked it, I do like it a lot and will continue to work with it for certain.

Yeah, the "Jolt3d!" officially discontinued at around July 13, 2008.. You probably know already know my old website. In fact, I was working on it from like ~2000. These versions were using DirectX 9.0c and generally older tools. The new "Jolt3D!" engine is based exclusively on cross-platform code (that means OpenGL and a bunch of other libraries).

However, its a closed project at the moment, not publicly available. I am going to release the latest version of Jolt3D! along with the release of my other game The Darkness Below, which is also using the engine. However, its an "engine" in the "older" meaning of word, like it was used to be in 2000'; that means its pretty much a low-level API like SDL, nothing even close to Godot/Unity/Unreal editor based.

Thanks for the lovely comment and interest on my engine as well, loved it :)

Hey, I checked your game :)

  • I am impressed that you managed to submit the game like ~4 minutes before the deadline :D I would afraid myself to upload in such time, being a totally autistic guy :) I thought my ~2 hours were close to deadline :)
  • I am glad that you somehow managed to make Godot "detecting" my inability to run Vulkan and instead run OpenGL 3; I've played some games where I had to start the game with additional params :)
  • Lovely must and title screen. I so loved that you offered key binding and this amount of settings, not many games did that, including mine when I offered no options at all :D lovely!
  • I so loved the introduction with all these little cutscenes and text, so atmospheric!
  • Its great that you managed such a classic "create character" screen, very efficient and retro-looking graphic style :)
  • I would love it better though if QE was turnin left-right from the start and S was simply moving backwards :) but that's nitpicking.
  • sadly, the game crashed on me twice and actually hanged my PC, while exploring that forest :( I am using a low-end laptop these days, perhaps this is the reason but I didn't noticed something like that on other Godot games. But don't scratch your head too much on this, I am using older OSes and hardware in general so its not an issue :D
  • liked the variety of objects in the forest, definitely added to the game
  • nice atmosphere overall, I liked that brownish color that was matchingg the general theme :)

Overall, a nice and quite polished experience, although with some understandable bugs (at least for me :D) and great customization for a 7-day entry :)

wow, what a lovely comment :)

Really tried to reproduce  that kind of retro look and feel and spend a nice deal of time wrapping the interface up :) Although, a bit more than necessary perhaps, as I had to sacrifice some content time, but can't everything :) Still, I like it myself and I glad that you liked the aesthetic, it was mostly what I was going for.

Yeah, I had perhaps lots of feedback regarding the event system and understand its less than "good enough" and I fully agree. I was planning to add some nice sound around it but I didn't had anything quick. I tried some fanfare and stuff sounds but they all ended up being weird and stuff. Perhaps, it would be lots better if I could just had lowered the music volume.

Oh really? I thought Luther was programmed to heal the ones that are mostly wounded :) Perhaps there's some bad blood between them indeed, who knows :D Definitely I am going to add some quick predefined tactics to give a better control over battle in future versions.

I loved your last paragraph, I mean its the best compliment that a developer aiming for a traditional / retro cRPG can get :)

Glad that you liked it so far, definitely I am going to continue developing it :)

Yeah, I am going to change the event mechanics and text scrolling for sure, its not ideal. No worries at all, thanks for the feedback, I really want to know all the wrongs of my game :)

You did a pretty good job as well, I was actually very short in content so I kinda failed in that department :) Regardless, I understand that my game is not for everyone, its just another perspective of what I wanted to do. I am already developing my other traditional cRPG The Darkness Below so I really wanted to make something more casual and fast :)

Glad that you liked some parts of it :)

Hey, thanks man :)

yeah, the autobattler was both a quick idea that would enable me to show some effects fast and also because I really wanted to make something that can "stand" between traditional battle mechanics and an autosolver, in time. Definitely requires some quick predefined tactics and other things to become meaningful. For sure, the player has to have a say at least per round for a start :)

Yeah, I loved the skills and the experience gained in your game, very classical implementation, loved it :) In my case, I ran out of time and had to go for some content and "completion" and I also had to work 2 hours after my submission, meaning I didn't slept at all for doing it :D. I guess jam inexperience and not much preparation.

Event and text scrolling is pretty weak, I definitely agree. Regardless, I am going to work on the project as I really like it. It plays quite different from TDB and will be quite different when fully completed.

Thanks a lot man, it seems we're going to end top #20 in this jam :)

Heh, I guess that low resolution old-man wasn't too convincing after all :) It would be funny to make a nice cutscene where the village is engulfed in flames and destruction because you were convinces by an old man :)

Yeah, I am considering to change these billboarded buildings into full normal cubes and add some events. Initially, I wanted to use them to hire different people from there. In reality though, I barely completed the game :)

Thanks for kind words! yep, I already have some great ideas to improve on the game, after I finish the demo for The Darkness Below at last. Yeah, the mace sounds exactly how it sounds in TDB, I really had no time testing all that stuff.. I liked the sound thought but need something heavier :)

I really wanted to make a game that plays fast and doesn't require much time from players to equip stuff or going through lots of text and epic quests and all that. Casual yet retro gaming :) Not going to satisfy all players for sure but I am all about fun :p

Yep, I am all about optimizing everything and mostly file sizes, being a game engine developer and all that :) Coming from that old era of cRPGs, I can't stand big file sizes and I always have the habit to shrink everything down to absolutely necessary, even though I know that isn't really necessary nowadays :D

I am glad that you liked my game :) even in this rushed version. Definitely, more to come out of it :)

Hey, I finally played your game :)

  • felt that before even starting, mainly from the screenshots, that this is a top-notch work, at least in graphical and atmosphere department.
  • great title screen, very atmospheric and with a nice background music
  • I really appreciate the time putting such an "Options" screen, not many people did that, including myself :) And you put many settings in there, that's a commercial-level options page :)
  • I love that you started the adventure in the most traditional and efficient way ever, in a loud tavern.. Great vibes. Pretty nice that you multicolored the text, I like the technique myself, loved it :)
  • I really like good D&D-like PC games and this one is really oozing this kind of inspiration.. Loved the whole text, the screenshots and lore being explained before even starting. Presentation was outstanding!
  • unfortunately, the game seems to be built for high-end PCs and couldn't managed to play a lot. I am left with a crappy laptop these days, I will check it again when my new monster of a machine arrives :)
  • It also crashed twice on me when I entered on that dungeon; definitely need to be checked on lower-end machines. Lovely graphics by the way
  • regardless, I loved the movement and field-of-view, such a classical implementation, I loved it :)
  • you seem to put a lot of work there, content, puzzles, graphics polish, for such a small time-window, along with lots of lore around :)
  • I need a week myself to fully appreciate this game and you made it in a week, ha!

Overall, although I didn't it played much due to hardware constraints, I loved every second of that. Will definitely bookmark it for later :) Please, continue on it!

Hey man, I played your lovely crawler at last :)

  • its lovely that you put a proper download for your OST in the game, not many people do that, I loved it :)
  • great, atmospheric title screen, with one of the best CRT filters that I've seen.. Simple, efficient and sest the tone!
  • definitely, the game has the best combination of field-of-view and retro graphics in this jam. Great job of reaching that level!
  • I would loved more if you've put a nice retro cursor out there.. The game oozes retro vibes and that could be really cool.
  • I would also loved it more if WASD + QE worked right away but its nitpicking :)
  • my first combat with an enormous scorpion wasn't glorious; although, I tried solo, forgetting all these adventurers that were awaiting me in the next room :(
  • however, the ending screen was also great and atmospheric!
  • then assembled a rocking adventuring party, properly this time.. nice job and idea of setting such a camp, great music as well :)
  • it seems that you put a lot of work on combat mechanics as well.. I loved all these actions and text and the fact that characters were gaining levels and attributes.
  • I was victorious in a battle, only to die in the next battle two squares ahead.. Perhaps the encounter numbers need more fine tuning, especially after a difficult battle that you barely make it :)
  • there was a lot of space mashing between the rounds.. perhaps automating some monsters attacks and show their outcome in the same page would be something to consider.

Overall, a pretty solid and complete dungeon crawler, you did everything right. I expect you to continue "Demon Lord"'s development as it has great potential!

I am really jealous of that crawling experience, one of the most genuine retro experiences in this jam. Well done!

Hey, I checked your game :)

  • outstanding dungeon music, so fit for such a game :)
  • I liked the graphics concept
  • movement seems a bit weird though; I felt the turning takes a lot more time than usual and one time it took like 5 seconds to turn. It also felt that you really move slower, perhaps choosing another field-of-view?
  • great shaking effect, definitely a threatening dungeon! I wish it wasn't used against you on movement :)
  • nice concept in battle mechanics; if you miss one or three actions, you're simply dead :) nice and efficient.
  • it would be better if the "background" color on monsters was removed as well and monsters were placed a bit below in Y-axis, like walking the ground (except beholder of course).
  • when you enter a battle, you can't turn left or right to face the monster :(
  • I lost some battles later but then I couldn't exit from this "Game Over :(" screen.

Overall, a nice crawling experience, with great music and nice ideas :) Just need  more time to fine-tune the experience :)

Hey, I checked your game :)

  • nice title screen and really nice music, reminded me of Silent Hill 2 :) Nothing better to set the atmosphere.
  • I love that you added some 'Options' there, often overlooked, including my game :)
  • very interesting scenario!
  • I am used to WASD for movement and QE for turning, but was quickly used to the game, just nitpicking :)
  • I really loved the variety of walls and drawings on them, really added a lot to atmosphere
  • there's a tutorial "computer" there that informs you to "strafe with Q and E" but that's wrong :)
  • really surprised by Shlak's ability to go into vents, loved the idea of selecting a character!
  • nice to see entries made with anything else of Unity and Unreal.. Gamemaker did pretty good here.
  • I loved the organization of files and work in JSON files, nice compact work.

Overall, really well made game and I expect to see this one becoming something more in the future :)

Hey, I checked your game :)

  • interesting title screen and music, reminded me of lovely Zelda :)
  • nice concept to turn a dungeon crawler into a multiplayer experience, definitely a unique one
  • great sound effects and overall atmosphere
  • very easy to die though.. It seems the game was made for a team of players but not easy to find people on jam :)
  • I liked the different effects per class i.e. wizard with spell, paladin with shield and spear, lovely implementation

Overall, a nice, different experience and approach on dungeon crawling :)

Hey, thanks a lot for playing :)

Yeah, there were no "decisions" to make, except perhaps of deciding whether to save a fountain or two or if choosing to battle some opponents. It was meant to be taken / played more lightly than usual. Indeed, I got a lot of feedback regarding the combat and now I have some ideas of adding some necessary complexities to it, although still keeping it simple.

Definitely, having the characters and not being able to do something with them really need some consideration. Indeed, that teleport caught many players by surprise.. Initially, I thought I would had enough time to place similar puzzles and maps but the deadline came much faster than I thought. In the end, definitely needed more love in some levels but I was just happy to make it a complete one.

Definitely I am going to continue the work on that. Glad that you liked it :)

Hey, I played your game :)

  • Its great to see someone that submitted his game like ~20 minutes before the deadline :) I thought I was late when I submitted mine like 2h before the deadline :)
  • lovely title screen and background music.. I love when some love and work is put on introductory title screen :)
  • superbly detailed walls and graphics! Loved the character subtle bobbing and movement, very professional looking and feel!
  • great first puzzle, pulling the wooden box.. very classical puzzle, loved it.
  • superb sound effects.. Nothing better than listening your steps and the dungeon sounds :)
  • commercial-level tutorial with these scattered notes
  • chests, barrels, climbing up and down to other parts of levels, so classical I want to cry :)
  • water level as well? omg

Overall, you really need to make a commercial game out of it :) A 5/5 game, so not looking as a 7-day jam entry :) Definitely on my radar for the future, please continue on this :)

Hey, I played your game :)

  • I loved that you submitted your game like 1.5h before the deadline :) I thought I was late, submitting mine like 2h before the deadline :)
  • the controls confused me at first; I thought WASD+QE should work but I had to use WS and left/right to move.. But I got used to that.
  • lovely background music and nice crawling movemen
  • combat felt weird at first, but then I understood what I had to do.. 
  • Challenging monsters :) Loved all the different styles and attacks that I had to dodge
  • I loved the soul-changing concept and how to map was revealed to you gradually!

Overall, a pretty good and fun entry that only need some more love and would do a lot better than it already does  :)

Hey, I played your game :)

  • great title screen! I always adore atmospheric title screens, loved it! Nothing better than a spooky title screen to set the atmosphere. Great fonts and music too!
  • well, the next scene really elevated the game.. Multiple characters to choose from and allocate skill points? I was sold already!
  • the tutorial question shown that this should probably end up as a commercial title.. It really has that quality and more.
  • lovely movement and visuals and auto-save? I was impressed in many levels before even starting the game. The game looks so completed!
  • getting inside that room with the fireplace and standing on the window watching the rain outside.. That was probably the best moment of all the games that I tried.
  • everything is perfect, nothing else is needed :)

Overall, I have to continue playing with your outstanding game but its a 5/5 game like from first 5 minutes! Hopefully, you'll continue working on this one :)

Hey, I played your game :)

  • lovely that you submitted your game like 11 minutes before the deadline :) I thought I was late, submitting mine like 2 hours before the deadline, 10/10 :)
  • I laughed at the intro screen and the rats case, I can definitely feel you :) These rats and bugs in general are really nasty.
  • entering the dungeon, I was stunned; this is definitely the most detailed dungeon that I've seen so far and movement is magical :) Stonekeep-level quality!
  • very spooky atmosphere and background music
  • on my first attempt I died on the first rat, but it was huge, 10/10 :)
  • I loved that your tutorial was in-game, at the moment you needed it; its a thing usually overlooked
  • great lighting, I mean it definitely has the looks of a top-notch dunbgeon crawler

Overall, pretty good and detailed for a 7-day jam, you should continue working on this!

Hey man, I played your game "Rekindled" :)

By the way, thanks a lot for reviewing mine as well on your twitch, loved that you re played like 3 times and did a full history trip on my ancient site and game engine :) Loved every moment out of it!

  • great music and pixel-art style right from the title screen, it scared me :)
  • very good dungeon movement and transition
  • the torch lighting shadow on wall seemed weird and totally concrete.. but that's me nitpicking :)
  • I loved that everything darkened when I took the lantern.. That wicked music helped as well here :)
  • my first attempt on the big map led to a consumed lantern :(
  • great concept that you use the lantern to continue on this pitch black dungeon.
  • nice that these traps give you like a second to make a quick decision..
  • although I found 3 of them traps in my way, killed me in no time, 10/10 :)
  • found another save point and these awful faces killed me again, 10/10 :)

Overall, very very spooky but fun dungeon crawler.. Definitely need writing down maps :)

Great job!

Thanks for your good words :)

Yeah, the combat plays in automated mode and the player is pretty much responsible only to find items for equipping characters, explore the world and solve riddles. It's a lighter version of cRPGs and another take I wanted to try. I will definitely add some complexity in next versions for sure.

Glad you've liked it so far :)

Hey Dan, thanks man <3

Thanks for your kind words, definitely the engine has matured over (many) years of working its internals and finally I felt it was ready to give a game or three :)

Definitely I am going to add some controlled complexity on the game, while keeping the auto-battle option open. I love the light-hearted gameplay already on it but understand that a bit more complexity will do wonders :)

I absolutely love your comment as I know you have too an eye of what is truly "retro" so I am glad that I came close to it with that game. Definitely more to come out of it after the review period :)

Yeah, I am already wrapping up the final demo version of The Darkness Below. If it wasn't for Worlds Apart, you would probably already playing with it :)

Thanks man :)

Thanks, what a lovely comment <3

Although I am not an artist all, basically a game and engine software engineer :) I am always glad when things are coming well visually so I can focus on the developing part. And visually I am always trying to re-create the old look & feel charm of the older games and will continue to do it :) This will definitely get better with coming versions, as I plan to continue the work on it.

Glad that you've enjoyed my game :) More to come out of it for sure!

Thanks, I appreciate that :)

Definitely put a lot of work wrapping up the graphics. I am always trying to create something that's visually close to older games, I am all about that if you checked my other game as well The Darkness Below :)

Thanks for your time!

Thanks for the comment :)

Yeah, that was intentional, as I have another game The Darkness Below that has a full blown combat mechanics and simply wanted a much "lighter" take on this one. Definitely can be improved and add some complexities while still keeping it automated, which is the basic premise of the game.

The engine (Jolt3D!) is really a very old project of mine, actually much older than Unity and on-par with first versions of Unreal (1999-2000)  and had lots of incarnations through the years. There should be traces of my very old websites when I was still publishing versions of my engine, before turned to game development. 

Yeah, it has an insane amount of work internally, mostly to support multiple OSes, mobiles and all that. Definitely adds multiple layers of complexity and increased time when you're making games with it, but its faster to fix your own bugs that way and add new low-level stuff :)

Glad that you've liked it and for your time :) Keep coming for improved versions!

Hey man, thanks :)

Yeah, it takes a bit of time to get used since everything takes one square, including town buildings, floor tiles etc. It might need some tweaks to improve the movement look & feel to open world as everything there is bill-boarded and there are no "cubes", something that changes in dungeons.

I will probably turn these bill-boarded building sprites into proper cubes to give a better impression, as well improving on these ground tiles :)

On dungeons, definitely the fov can be improved for sure, glad that you found it good enough :) It was made really quick as the deadline was already looming. Yeah, the boss, special weapon and wells were put in such a way so you had to think a bit before taking on final boss.

That was an attempt to provide a much "lighter" cRPG experience from my other game The Darkness Below, something that could be played casually and be full of auto-combat, riddles, mini games and such stuff and you the party, would only be responsible to explore and find stuff. Combat can definitely be enhanced to make it more interesting, like selecting predefined battle tactics or adding multiple opponents in front of screen, while still keeping it automated but that was definitely out of scope :)

Thanks for your kind words on the game overall! The game development will definitely be continued :)

Hey, I checked your game :)

  • nice and cool opening soundtrack, loved it :)
  • very good field of view setup and movement!
  • that ability shoot effect was top-notch indeed. Interesting shader effects!
  • I liked the movement queuing but this is definitely more useful if you increase the movement speed; it was a bit slow.

Overall, very unique but solid entry :)

Thanks man :)

Yeah, I have two (2) games already that are using my engine (Jolt3D!).

I actually wanted to make a much lighter version of my other game The Darkness Below as I felt that I would never manage something more complex, knowing myself and my tendency to wrap everything to an "appropriate" level, even if that's a  7-day jam :) So, auto-battler was really a quick idea that turned out pretty good.

Definitely not a game that plays like the typical crawling titles; it was more of a traditional cRPG meeting Wonder Boy or something, where your only weapon / skill determines how far you can go or you simply die. No tactics :)

Although, I really wanted to put a lot more content, but had to fine tune the fov, movement and all that.

Glad that you liked, definitely I am going to work a lot more on this one :)

Hey, thanks :)

Do you mean more action logging, text and all that? Yeah, I definitely need to fix that event button first and make the text or the bar larger or something. I like the idea as the auto-battling is so simple that definitely asks for additional details and will for sure be necessary on a full version with lots of items!

Thanks for your kind words and feedback :)

Hey, thanks man :)

Yeah, simplicity was the intention of this game, as I am following the more classical approach in my other one The Darkness Below :) I wanted to make something that auto-resolves in combat and that you're only responsible to find items and follow events, clues and all that. Definitely can become a little bit more complex, for certain character managemennt (hiring, attributing etc) and combat (pre-made tactics etc.) that will improve its current behaviour.

Thanks for the great feedback, kind words and your time checking this :) Definitely going to work on this one as it scratches another itch :)

Hey, great game :)

  • great 3d low-res graphics, super interesting style :) Although, the font was pretty had to read.
  • soundtrack is pretty scary, I felt like I was playing some lovecraftian title. loved it!
  • I felt that grid movement is way to small; that led to more movement clicks to reach somewhere that I thought I was before.
  • entering the forest, I concluded that your soundtrack is probably the best out there :) superb work! It really elevates the atmosphere.
  • combat was pretty good, I loved the fully animated fighter that came from his camp :)

Overall, a very atmospheric game that needs some subtle fixes to become a top-notch indie game :) You should keep at it!

Hey, nice game :)

  •  nice title screen, very cool :)
  • I loved that you put settings, its usually overlooked in other games, including mine :)
  • interesting idea, loved the introductory text and the soundtrack fits so well!
  • I loved the concept of interacting with these bots / SIANNs. Some tricky answers under time constraints and lots of content left and right :)
  • Nice atmosphere overall. Can definitely be expanded to other minigames as the theme is quite rich!
  • I didn't had issues with movement, but I felt that the game "heavy" without a particular reason; that would help the movement otherwise.
  • this is a general issue but Godot sets Vulkan as default renderer; however, some older systems like mine doesn't support it but they do support OpenGL3 and I was forced to start the game by adding an additional param. Perhaps this can be detected internally by Godot instead of getting an annoying pop-up? I encountered this one in several games.. This is nitpicking though, just something for the future to know :)

Overall, a pretty solid dungeon crawling experience. Definitely a good entry for a 7-day game :)

Hey man, I checked your game :)

  • never heard of gdevelop but I always love everything that wasn't made with these high profile engines. Loved all these libs scattered around in game's folderm, like the good old days :)
  • lovely 3D graphics and low-res, it gives a unique aesthetic.
  • a scary-looking big town, although loved and laughed on some responses in the game :)
  • I barked like a dog enough times that I learned to just give my money right away :)
  • then I trained on Dojo and kicked an ass or three :)
  • I didn't heard any sound at all though? Unless I found some bug..

Overall, a pretty unique experience.

No worries at all, your game is pretty good :)

Thanks for your very kind words about my title screen! Yes it is AI, I generated it through Midjourney and filtered it a bit though the same processes that I do on The Darkness Below. Truth is, sometimes the generated image is so good, you rarely need to do things, but I did anyway as I crave for consistency :) Having said that, I wish that I had a little more time to be consistent content-wise but oh well, there's always a second version :p