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ZandolieArt

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A member registered Nov 28, 2019 · View creator page →

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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!

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.

Yeah I know I bit off more than I could chew so it kinda ended up being a half-assed attempt. Next time I'll try yo scope smaller. And yeah, the UI was a problem in the web build, but I felt more people were likely to play a web build than a PC build. Thanks for playing and for the feedback!

Thanks for the feedback. In hindsight having an autoroller for the dice sounds like a better option. But I didn't want to trivialize the dice. I'm glad you enjoyed it!

Yeah, there are some "glaring" bugs that only popped up after I started fixing shit, so I didn't notice them. Thanks for the kind words!

I had to think about a realistic way to "level up" the player, but the hardest part was balancing the enemies to make sure that after a certain amount of upgrades it didn't feel like a cakewalk. Thanks for the feedback!

A lot of it are things I've done and done and done again so building it was relatively simple. The hardest part was getting the kinks worked out in the combat system. I admit I had some help from a friend to get that working properly.  Thank you for playing!

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!

Sadly not too far. I made it to like the third screen and just couldn't get past no matter how hard I tried. Might need some small balance fixes, but I admit, I'm better at making games than playing them -_-

It was my pleasure :)

I'm surprised more people didn't. I was hooked!

Appreciate it bro :)

Honestly, this just makes me realize how much I suck at platformers. :P

It was my pleasure...er...horror.

LoL so you're saying the next step is loot boxes?

Yeah I had s feeling that it would need tweaking. But since I only had like...6 hours worth of polish on it I couldn't get all the kinks out. I think I'll release a second version of this with some cleaned up stuff and an auto roller.

Dice games are always a power fantasy. I wanted the player to feel like they earned it.

I noticed that only after I submitted it. Although I think in the actual game page it shows up all the way. 

Thanks! The time constraint had a lot to do with how it turned out. I need to stop trying to build complex games on a game jam timeline 😅

I didn't know you could do that! Now I need to play it again. 🤣

This felt REALLY good as a game. Loved how simple and straightforward it was. Made me also thing I super overengineered my attempt -_-

This is a neat little game, loved it even tho I had to reload a few times to get past the stuck starting screen.

Not really a horror fan tbh, but this...this is intriguing. Good job!

Thanks, I think I overengineered a bit, so it's not a big deal. It's all I could muster for the time I had.

This was like a retro throwback, I LOVED this. And probably played it for much longer than I should have -_-

I'll be honest, I hate platformers, but this game...this game makes me happy to play it. Might be the music design. Might be the whole water cycle thing (my inner geek was much pleased). But whatever it is, it has the hallmarks of something great.

As a retro gamer, and someone who appreciates loop-type games, this really hit the spot for me. I love how you did so much with so little. 

I kinda like the idea, and the track editor is pretty cool. The graphics ain't my jam, but I appreciate them nonetheless.

This is a lovely game, the graphics remind me of Hollow Knight a bit. The loop mechanic is truly fun once you figure it out.

I do like how this goes, and spent a bit too much time on the level editor. :)

Dude this game rocks! I loved the graphics and it took me a little bit to figure stuff out, but when I did, it gave me the urge to play it even more. Love the cutscenes and it's really impressive what you can do with Godot!

I should have staggered the timing for the rolls. I admit I wasn't very clear in letting you know what was what. Thanks for playing it anyway I appreciate it!

That's not a bad idea actually. I could use that! Thanks for playing!

That's a difference between the Itch page dimensions and the upload dimensions for the actual game page. Not a big deal, next time I'll know better.

I think the setting I used for the HTML export was tuned to this page so the itch page seems to be smaller. That's my bad, next time I'll know :)

The more stuff you kill, and the longer you explore, the more turns you'd have to get back to the start. That's the part of the game I didn't get to test enough though so I know there's some bugs in there. Thanks for playing though I appreciate it!

Yeah, I feel like I should have explained stuff like that early on, but I also wanted those to serve as early warnings of "well, maybe I should watch my movement." Thanks for the feedback!