Stupid, simple, but I love it. I did get quite a giggle out of the audio you get if you lose.
Zombiethederg
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I really, really like this entry. Although I do feel it a bit cheaty to have the other color change, I like what your going for with this, alot.
The puzzle of trying to figure out how to flip all levers to open the door using your other selves is a neat concept that can make for some really interesting levels. But I think on a technical level this game is suffering from some glitches.
For one, I found myself only able to play the tutorial and level 1. Going into the portal at the end of level 1 left me in a kaleidoscope textured room I was unable to escape from.
Secondly, it was a bit unclear to me my "other selves" were interacting with the level. I thought the rewind was meant to give you more time in order to escape, I didnt know that I could pull levers with my other selves. A bit more visual clarity (maybe make them blue, like the background?) Would have been very helpful in figuring out this mechanic.
Other than that, if I were to play more of this entry i'd say it was phenomenal. Really good job!
I'd like to say, visually this game looks very good! The curved effect of the screen mixed with the CRT aesthetic meshes really well with the colors used, and I think it comes together really well!
I do like the gameplay, and the puzzle platforming is quite enjoyable, but I fear that the timer makes it a bit frustrating. I found myself not really knowing how the timer worked... sometimes if I picked up a clock, it would move faster! Sometimes it would reset, sometimes it would slowdown, and the clocks themselves had no visual indication of what they'd do. I have a different but kind of similar problem with visual clarity with the keys. If the keys were too close to the floor, in some instances I just couldnt see them, leaving me frustrated in some levels trying to figure out where the hell the key was, but due to the short timer would end up dying over and over without actually finding it.
Theres also alot of bait within the puzzles which I dont enjoy personally. Clocks are placed in places harder to get to, which you really don't need to go to in order to solve a puzzle.
I can apperciate the variance in the levels though. Sometimes theres a lack of a "puzzle' in the level, and its just being fast or precision platforming. I think thats quite fun, but it can be frustrating (particularlly in a level where you have to reach the key before it falls into a pit. That includes some bait with another clock.) beacause some levels take it to the extreme.
This is a good entry, dont get me wrong though! The music is simple, the concept is easy to grasp and I really quite enjoyed the visual aesthetic! But it really does feel like a rage game, which are never enjoyable at least for me. I do also feel like the timer is more well integrated into this entry, rather than just being a game that had a timer tacked on for difficulty.
Its a bit short, to be honest, and normally i'd say that is the fault of the jam but I think the game suffers a bit from being this short.
Since the only punishment for getting a file wrong is losing time, you can easily beat the game in under a minute by just spamming the Y or N button. Get less than 2 wrong, and bam, you've gotten through the game. It also dosent help that im fairly sure the correct / wrong answers to each file are the same each time, meaning that like a online quiz, once you memorize the answers the game becomes very easy.
Thats not to say this isnt a neat concept! But with how simple it is, and how short it is (being that theres only 1 "day"), it falls a bit flat for me. As well, the timer feels a bit arbitrary, as if the game was given a timer rather than actually following the theme.
This was a decent game! Im unfamiliar with Sokoban but I can get the concept quite simply. I do have my criticisms though.
For one, it feels like the timer aspect is a bit arbitrary? Like, instead of the game being built around the timer you instead have a timer if that makes sense. As well, the upgrade system is a bit flawed. I noticed as you go through the game, one item you need incredibly badly after level 4 is the magnet. However, if you purchase no coin multipliers by the level you need the item, even resetting your upgrades wont give you much more than the magnet, leaving you without time to complete the level. I dont think many would make this mistake, but its still an oversight I fear. Also, the music stopped playing about once I hit level 5....
Other than that though, I had a good time with it! Its a decent puzzle game that had my brain going, and I cant imagine the Magnet nor teleporter are a part of the original Sokoban, and they were fun additions that added extra layers to each puzzle.
This game is very good, I love the concept and having to move through dungeons while managing your time until your last breath is incredibly interesting. I think personally the only fault for me is the simplicity of the game, but I mean, this is a game jam, thats bound to happen. Some other puzzle elements that require you to think quickly would have been interesting, as the game kind of only contains combat sections. A level where we'd have to solve a puzzle before our time ran out would have been very neat
But otherwise, this game is awesome!!! I really like what ya'll have done here!
I am suprised you managed to get a somewhat working turn based RPG within a week,,, but I do have some issues with the game.
1. the use of the R word is a bit unnecessary.
2. Im not entirely sure what this has to do with the theme? Theres not really a time limit or time element to anything.
3. Combat is a lil basic and even unintuitive. With actions being randomized, I cant really decide what I want to do in a turn and the whole "turn based *strategy*" part of the game kind of falls apart. Also, some skills just out right debuff you and are bad to use...
Hi! Im Zombie, and i've been in the 1-bit jam before, where I submitted the Liches Descent!
Im going to be joining again and coming up with a new concept, and I need some help!
Im looking for an experienced 2D Artist and composer in order to help me with the actual art. Im more someone on the programming / designing side of game making, so i'll need some help with those things!
Please reply to this post and i'll hit you up on Discord and we can get to work! :D (Once the jam starts, of course).
Hi, im terrible at making music. Thats all you need to know haha, im looking for someone who'd maybe want to team up in order to help me make music for my entry, so that I dont have to go find royalty free music that kinda fits.
I'd be looking for around 7 or so songs, they dont have to be crazy, just short loops that would play throughout each level and 2 that would play during certain situations.
If your interested, reply under this post or hmu on Discord (username zombiethederg#4591)
Hey! I'm looking for anyone who'd be willing to compose for my game. I need around 4 songs or so. I would normally just find royalty free / free use music for my game, but I want to try to do something different this time. Please note I'm looking for a volunteer, and cannot pay you.
Please message me for further details.
You are not intended to put it in full screen.. on my monitor, it works fine, and I attempted to fix the issue of the small screen by putting the treasure score lower. If you scroll down a bit, you should be able to see everything. Although im not sure how you arent able to play it completely? If you could elaborate on what you mean by that.
Sorry it took me almost 20 days to respond.. live got very busy.
- As far as I know, im on the most recent version of RPGMaker MZ. Im not prompted for any updates on steam, however nor do I know where to look.
- ... im gonna sound stupid, but what is NW.js? Is that something I can download? If so, where can I do so?
- I tried, as you said, turning each one off and trying to see which ones could make the game work. Some stuff happened.
-Turning off "Core Engine" couldnt even get the game to the title screen. I didnt get an error or anything, just a black screen when I loaded the game.
- Anytime I turned off one of the other plugins, nothing seemed to change. Just a black screen with no error message that im unable to close without using task manager. If I close the game this way, I also cannot reopen it. Im using the "Blank Template" as a testing grounds for this.
The sideway spikes are meant to be traversed through other methods (Zombies can die on spikes and give you a new platform to jump on!) and aren't meant to be jumped over, haha. I think though implementing Coyote time could be a neat challenge, as im not quite sure how to do that!
Also I will try to make dialogue advance faster, I tried to make dialogue short so that it wouldn't be a problem (as I didn't quite know how to program it in effectively lol)
I apologize as this is my first real foray into a "full" game, and this is my first jam. But I apperciate your comment!
Edit: That would be what I would say if I had version controlled properly before exporting and all of my work hadnt corrupted. I dont think I can fix the coyote time or dialouge thing.. if I manage to uncorrupt it, ill fix it haha
Hi, I recently completed my game for the jam and want to upload it.. but I cant find it on the list of "pre-existing projects" to upload when I see the jam page.
This is the game (https://zombiethederg.itch.io/the-liches-descent) for clarity. I uploaded it today, at the time of writing.
So.. my game just wont seem to load with any of the main plugins installed. The sample project and demo projects dont even seem to load for me to even begin to work. Whenever I start a game for a playtest, I just get a black screen and the game never loads. It dosent crash either, so I dont have any kind of crashlog to assist in this. Could this be a me issue?