Thanks! Yeah, it's only after I submitted it I realized the walls were permeable. I didn't have enough time to get proper polish down, but I'm pretty glad about how it turned out in the time I had. Thanks for playing!
ZandolieArt
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A little earlier I believe. I don't think I got to the cave. It WAS challenging, and I feel like in a non-jam setting it'd get a lot of people into it. But for a jam, it ight be a bit TOO hard. Although I'm not one to talk. I designed a whole game that requires people to play to the midpoint and most people only gave it five minutes as it's a jam. :P
So, most people didn't play the game to the "switch point" (when you kill the last miniboss), but this is a jam and I should have taken that into account. The movement dice come into play when you enter "Indiana Jones" mode, which forces you to run for the exit as fast as you can (hence the "loop" thing). If I had more time I'd have done a tutorial dungeon. Thanks for playing though I appreciate the interest!
Thanks! A lot of it is stuff I've been fiddling around with in other projects. Implementing it here was just redoing what I'd iterated on before. Most of the assets and music/sound I have lying around (I'm a compulsive asset collector). The longest (maybe like 36-40 hours) was spent on the combat system. It's hard to get it feelign right y'know? Thanks for the wonderful words!
The aim was to make the map look the same so that the player would be turned around and confused. There's a second "part" to the game where you have to retrace your steps with a "step counter" a la Indiana Jones. I could have done a better job with more time, but I am kinda proud of how far I got in the time I had.
There's a LOT of stuff I had on my "to do" list for this gamejam and I just didn't have the time to finish it. Some of those "nice to haves" were on there, but working out the kinks in the movement and combat were priority one. I admit I suck at UI though, so I should update the UI more. It's nice to see you enjoyed it!

