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wolfheat

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A member registered Nov 30, 2019 · View creator page →

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Broke the game I think. Tried to jump over the gap after collecting the helmbiter and fell down, had the "leap across" button shown but nothing happens when trying to move or click it.

Thank you very much for playing the game and making a video. It gives me so good feedback to work on in making the game better. I was kinda on my edge looking at your playthrough. You really left in the last seconds several time, which was nice but nerve wrecking to watch. And also, nice to hear your reasoning, of how and when to use the grinder to get out :) 

There is some stuff I would change in the game to make it more obvious what to do, but some is nice to have the player figure out themself. I liked that you kept on playing even when you had to restart, I really wanted you to complete the game. It seems like the complete rate is quite low, I got 9 completion and 40 votes, and even more players outside of the jam has played it so maybe only 10-15% at most. 

I think the offline message you got in the end, was because the game didn't connect that fast to the server, then it changed to success when the score was correctly uploaded.

Thank you again!

Thank you for playing!


I'm glad you enjoyed it. I think I didn't really managed to get the ending as I would have liked it to be. Some more polish, more time etc would make that part more enjoyable. Newspaper suggestion is very nice, I might use that one for the post jam release. Perk system Stealth gives more time before police arrives. I initially intended it to make it harder to be noticed i.e delaying the point where the police is notified, but I wasn't able to make those part of the game before the deadline.

Thank you!

Yeah, seems correct.  I tried fleeing without any battling and got same issue.

Found a bug in the game. If you when you are about to be defeated press flee directly after your last attack (at least in the petting zoo,) you get a black screen, music keeps playing.

Thank you for playing!

Some things sounds much better in theory than in execution. I put thought into how I laid out the levels to prepare the player for whats next, but it kinda backfired. So many players not getting passed the build site for instance. I was like, I make the first stair up the building "not a stair" so the player will get that stuff that isn't normally stairs can work as stairs. Also I think I put to much text in the briefing, so players missed that the mission is to get the vehicle and a powertool of some kind.  I might have to rework some of these mechanics and information to the player for the post jam release.

This is the first time I've tried this low poly style. Have wanted to try it for a while and I thought this jam would fit. Not sure how much Ill use it in the future. I'm kinda leaning towards trying out a retro style.

Thank you!

Seems like there is a bunch of players not getting passed the machinery "puzzle". I will have to have a look at how I can make that more obvious or forced in the upcoming update.

I remember the last jam having heist as one of the optional themes, but at that time I went with genre fusion and treasure hunting. I guess this game would have fitted the themes way better that year.

Thank you for playing!

Nice Entry.

I managed to complete it but had to go restock a few times in the end. I didn't have enough gear on me.

It feels retro and has a good mix of inventory management, items, encounters, quests, town and dungeon crawling.

I wonder if the art is painted as pixel art and converted into ASCII, or was it made directly in ASCII? 

My playthrough took about 2h30m+, but I didn't try to rush it, and I never died. So not sure what happens if you do.

Thanks to you for submitting the game...

Yes I won!

Almost gave it up since I thought I had done it all and there were no win condition. Then I found a missed room and completed the "journey". 

Simplicity still fun, Good job! Bit lacking of SFX and theme sound though :P

Thank you!

Yay, I made it!

Remember playing your last game and enjoyed it also. Nice 95 vibes ;)

Would be nice with a bit snappier movement, but it works. Combat is fairly easy but whatto expect from 90's mobs anyway.

Good Job!

I think I wiped it out and completed the game...

It was fun to play, but card system was a bit involved and hard to understand. Normal attack was a bit weak usually and The upgrade system I never really got to know. I died a few times so last playthrough I just placed it all in health, which seemed to work.

I finally made it. Took45min, but then I had to bind some of mykeyboards macro buttons to movement, cause the high sensibility, even at 10ms they sometimes double-stepped. The game has a good base principle, but when it forces you to time stuff not to get caught, you almost always have to make the controls super easy to use and snappy. I liked that you used the elements of both water and fire to get past obstacles.

Game is hard to play in its current state, but it has great potential and I had fun playing it despite the control issues :)

Nice game!

I made it.  I think the removal of blood on the walls were purely optional thing, but not sure.

There is a lot of items in the game, but they do little to the gameplay I think. Maybe a bit to many for a short jam game as this. Also having quests might be a bit of a stretch unless they are very streamlined with the completion of the game, which is semi done here I think.

The option to allow player to jump over gaps, and climb up stuff could have been implemented more and used throughout the game in a more indept fashion or maybe scrapped totally in favor of other gameplay mechanics.

I liked the option to have armory slots and inventory and being able to move stuff in and out of it. Its a cool mechanics which I think should be used more often. There is fun inventory management and there is non-fun management, this is the fun one :)

Game has a good length as a jam game though. Combat is a bit to easy so it kinda gets spammed to completion for efficiency. I was never in any danger of dying, net even in the end.

Thank you!

Yay, I did it!

The base premise is good for the game, but it has to many started features for a jam game, more ambition of a larger release game and kinda falls short on both. There is some feedback that seems lacking in the ecncounters, which makes them feel stiff and hard to understand. Yes you can equip different stuff, but the combat doesnt seem to change much. Usually two misses then the same damage for a specific enemy.

The boxes are a bit strangely placed and hard to open. The lookaround seems super sensitive which makes it hard to aim. I tried to aim on the enemies a while from a distance, and never being able to hit them, no matter the lookaround aim, that took me a while to realize how the encounters works.

Enemies that dies seems to stay on the screen in its dead state which is a bit confusing when returning to a place again and it has respawned.

Sounds is nice and outlines of the synty assests looks great. 

Thank you for the game!

Fantastic experience! 

Took me 2h20m to complete it but it never got boring. I think it was a good mix of exploring, inventory management, fighting, tavern refilling and "puzzles". I felt the look around was a bit awkward in the beginning but I quickly got used to it. Graphics of the dungeon is great.

Some minor things I noticed. I used shift click on items to transfer them from chests to inventory. Its a good option to have cause dragging them is a bit tedious. I missed this option for selling stuff though.
There does not seem to be a way to sell stacks of items, which would be nice. 

Tavern is a nice safehaven in the world, with good catchy music, love it!

The variety of items was about right for a jam game like this.

The amount of levels is a bit long for a jam game and prob to short for a full game, but I completed the game and had fun so I guess since the game was engaging the length became more accepting :P.

Minimap is ok I guess, and the option to make it a large one is useful. Some more love to the UI to make it more coherent and prettier would be nice.

I like that the height is different in different sections of the levels, it gives a greater depth to the game.

All in all very nice game!

Fun quick game!

I liked the torch puzzles very much, The dungeon was nice looking and fun to explore. Maybe lacking in music, but sfx is spot on and rest feels good.

Good job

Thank you!

I tried to make introduction of mechanics so the player would know how to use it later, but it still seemed hard for some players, so maybe I didn't make a good job. Like having the player climb stairs that aren't really stairs in the beginning of the buildsite and then using that for the crane, and learning to operate the crane before using it in the end. I placed containers and interactables in the hideout so the player could practice using them, before being in the louvre etc.

Thanks for playing!

I completed it today, was kinda straight forward And nice puzzles. Sometimes you can go through walls though, mostly around the fountain area.

Great job!

I finally made it. Thought I wouldnt be able to complete this because of the slow progression and long combats with lots of waiting, but I figured out I could pregress faster in the combat events with enter. Went back to town so I could change to melee team that let me spam enter for the entire fights.

I think the game loop is solid, but there is to many parts of it that feels like its meant for a larger game and inspired by larger games. To much fiddeling into menus with stuff that kinda doesnt matter or are interesting enough for a short adventure. Quests gold items and most spells could be scrapped for a more concise experience, with some faster combat and snappier movement, well imo. Im usually not that fond of encounter games, unless they are short and got some interesting mechanics besides targeting specific enemies from a menu system.

But Im glad the game ended after the first level/dungeon or I would prob have abandoned it, sry. The dragon was cool though, and that fight was a bit more fun than the other.

Thanks for the game!

Hi, Will give this another go tomorrow, but It crashed for me today.

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I actually kept the game up and did some attacks now and then while waiting for other games to download and load. And I actually completed the game. In the last level I unlocked the firestorm which made the battler far faster, should have done that from the beginning, and I can see the effect you were after when making this many enemies.


This game has good mechanics in general. There is a bit to slow firing for it to be fun for long though. I would like to have some more action for the combat so it is resolved a bit faster. I rather give player a lot faster firing rate and add hp to the enemies. 

Nice and short game! I think the mechanics works fine for the combat. The movement in the  dungeon is a bit slow. I like the hand painted graphics, it sets a nice tone.

Very nice game, but a bit short. All mechanics works great. I really liked the upgrading option you get, and the option to use earlier mobs as enhancement for next or to upgrade, awesome!

Fun game, great graphics! I was afraid the combat  would be super slow and take a lot of time, but I found it reasonable fast and straight forward. Even though one of my companions died once or twice there were not really any danger of dying. Upgrades of orbs was cool feature as well as the orbs connected to each unit.

Nice!

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Actually quite fun game to play!

I'm not sure having the map show all possible spawnpoints for the pickups is the right way here. I found myself have to go through all levels checking them again to find the ones I'd missed. But then I thought I needed them all to complete the game. I got to a point were the enemy got overloaded/powerful and I lost cause of that but with health and many upgrades. The mechanic of the addition to the computers stats I didn't understand. Sometimes they seemed to go up in the middle of the bar and sometimes when it was maxed and I changed floor.  Trying to change floor often leads to some back and fourth play where you have to get one upgrade run to teleporter just to reset the bar. If that is desired, bad or good I cant tell. But the gameplay feels forced to go in that direction. Teleporter to level 4 was really hard to find, so that might be one contributor to why it took me an hour to beat the game, along with the death and restart of course.

The mechanics with evolving computer was a super cool mechanics!

Thanks for a good game!

Yeah, I pushed out my WEBGL build at the deadline of the jam. Was aiming for only PC, but managed to get the web in as well. Didnt think about one part of my game not being able to use ESC to exit the menu. I do However think I solved that in some way in the start menu, by forcing the control of what ESC does. Not sure exactly though., since its based on some of my older code.

Nice game! Dungeon looks great and moving around is good. Looking down to see the floor so a bit unusual viewing angle but it works. Took a while to figure out the rules for colors, but it works well and implements the elemental RPS theme. Took me 5min to beat. Nice!

Nice quick game!

Easy to understand, and looks great. Might be interesting to see this with more puzzle mechanics to advance, or juat going for more melee/combat.

Thanks for the game!

Also Wonned. Took me a while to find the third member. I duplicated him s I had 5 version of him in my group. The rest was a walk in the park.

I think I actually used right hand on arrows for the spells, even so it was hard :P

I gave this some good tries but couldnt beat it. Got t last stage and killed 4 enemies, but then I died. Could not find any way to heal except leveling up, also couldnt find any way to switch weapon. The instructions say to use 67890 but I couldnt find a way to pick up weapons.

Only found use in the Swipe ability, couldnt find any way to avoid damage so only way to attack seemed to be to spam attack when in range. The short enemies were hard to see when you hit them, so hard to know when they died or not.

Dungeon Crawler.....!

Got dizzy playing it in full screen window, so changed to the imbedded one.

Never figured out how to get through the door by the lined up soldiers. Kept going into all adjecent rooms killing everythigng and getting a key that took me back again. Not sure how to proceed. I did this until game crashed with unresponsive enemy combat.

The grid is a bit off, so it doesn't always feel like you adhere to it when moving, some clipping into walls etc. The encounters seems to work well, but might need some work on the balancing, and enemies attacks. I just kept spamming normal attack and winning without taking much/any damage.

Nice game. Looks procedural also. A bit hard to use the ability of knowing what colors are strong to others when you only are one color. Maybe this could be changed, however I completed the game anyway in about 4min, maybe I got lucky. Thanks!

Yay I made it. It comes down to chance I think, since there is no real way of knowing what the enemy will do. I think they start with the same hand though.

I really liked the graphics, its something cool about it that gives off good 80-90's vibes.

Its interesting to see how fast it loads compared to most games made by engines.

I rarely sense any difference in the web version vs pc. I've only had one game this jam that were laggy in the web version so I had to switch to the download. Maybe its because I have a good enough system to run it, dont know. My computer is starting to get old by now, but then system specs seem to last way longer these days than they used to do.

I gave this a fair go, but didnt make it to the end.

The combat is a bit tedious and to slow for me to enjoy. With two dragons I have to click 6 times for each attack, and there are many attacks per encounter. So there is a bit to much clicking imo. I only used the swipe in my attacks since they seemed to do the most damage, and my dragons didnt seem to get damaged at all anyway.  And the enemy amount increases the further into the dungeons you get. The attack animation makes me a bit dizzy.

When I gave up after I received the 3rd dragon at about 1h20m, the encounters had about 21 minions (which have about 20s animations to do one attack) which is a bit to much, and I guess they become even more further down the line. 

One strategy is to take out the one shot minions to minimize the animation time for the crowd each attack.

I think the combat is a good start for something solid, but the encounter amount of enemies should be max 3 imo, and maybe not have to much health.It might be better to have the attacks easy accessable with simple buttons, or a repeat last button. Also maybe have the animations be toggleable at 4x 8x etc for players that dont want to watch each step of the resolve in slowmo. In my opinion its a good mental approach for us developers to try to make the players interactions with the game snappy enjoyable in a way that respect the players time.

I really liked the dragons, they look nice, also the color shift when applying elements is really cool.

I kinda see this game working as an idle game. Maybe that could be something to look into.

Thanks for sharing!

Yeah its inspired. Try checking the google streetview of the place... :P

The game loop is very fun. There is some inventory management there that I'm not sure what I think of. Could work with and could work without. 

I dropped an item on top of the enemy because I held the shift but wanted to attack, which made it hard to retake. Picking up items seem to first check the square you are on, and then the one ahead. This is confusing since you might want to take up the thing you see and not the one you stand on. It could make the item management easier not taking up the one you stand on I think.

For the jam I think the amount of levels was ok, and it made for a rather quick experience. I wouldnt want it to be any longer. Maybe because I kinda felt I was doing same thing over and over and was satisfied.

Good job!