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A jam submission

tentativesexogame3View game page

Submitted by sexo69 — 16 hours, 40 minutes before the deadline
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tentativesexogame3's itch.io page

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Comments

(1 edit)

-Game progress isn't saved upon re-launching (Anon, please)
-Would benefit from a proper in-game tutorial that isn't written somewhere on your page
-Equipping armor/weapons without meeting the requirements has no penalties, in fact it works just as well. Why?
-Turns out you have to learn spells before equipping them by right-clicking the book. Would be nice to explain this
-You seem to keep your upgraded flasks of mana/health even after you die. So if you raised your limit to +4 and got 4/4 flasks, when you die and get back to 3/3, you'll have 4/3 instead
-Once you enter the hallway with the yellow gem, you can't go back. You may try to but for some reason going too far left on the next screen will TP you back
-Can cast blink to teleport into the shadow realm between the walls
-With how busted blink feels, I'm surprised I haven't managed to find a way to get out of bounds by combining it with another spell
-No way to respec the skill points (not like it matters for anything but learning spells)
-Spell upgrades feel meaningful
-No idea how to get the resources for upgrading them, they just kinda appear
-Sucks that lifesteal bonus doesn't apply to spells
-Lunging into projectiles can lead to you getting hit multiple times on a single frame, leading to a tragic, but really funny, demise
-Lunge just feels good to cast in general
-Dropped items vary from great upgrade to worthless trash, with heavy balance towards the latter. Nice that you can offset it by straight up buying rares after selling all the junk
-There is missing collision on 2 walls that lead to the first encounter with the zombies. Not sure if it's intentional
-Why is the camp so damn far? If you want to save you are forced to re-tread a couple of floors
-Zombie patterns make no sense. They just shoot randomly and are barely a threat unless you throw 6-8 of them at the player at the same time
-Final encounter with 2 trees is straight up ballbusting, especially if you're a melee user
-No ending?

-No in-game menu for options/exiting
-Brother what is wrong with your main itch page

-No sexo present despite the name, only catgirl goth (?)
-Walking animations are really stiff, the only things that are moving are legs and arms. Feels like you're playing as a robot
-In fact all animations are very simple, but I like how some magic actions slightly illuminate the character sprite
-A bit of dynamic shadows near the edges of the walls? Based

-Multishot sounds like you're blasting with a shotgun, I really like it, but I think it's not for everyone
-Overall the sound design is simple, but good. The pew-pews of arcane blast feel satisfying, the lung explosion feels good
-No music, shame.

Very nice, but extremely simple in the graphics department. The framework of a good game is there and the art is pretty nice (when you zoom in to make it out), with a fair amount of character. Still it's obvious that it's done by someone who's not very good at drawing

Why does this game feel competent despite how it looks?

Submitted

I recorded it with other DD52 games.

You can find it at https://mega.nz/folder/WQ91HBxL#X4-j8Mj7H30Ai3aevWFEmA

This was fun. I think I finished it all, I killed a bunch of bosses and couldn't find anywhere to go. Is there any RNG at all (drops etc)? Will there be?

Its obviously pretty early in dev. so I don't know how much useful nitpicking I can do, but anyway:

Add a map please.

Regen is extremely strong, after getting some HP regen the game changed completely from kiting enemies and hiding behind walls to face tanking everything and waiting to heal.

Punching things through walls feels a bit unfair.

You can snipe enemies with spells that are outside of aggro range and they won't react.

Hovering over an item in your inv. and holding down a button to see both stats at the same time would be nice.

Needs an XP bar in the UI.

You can one-hand two-handed weapons if you have enough str. - very nice.

Why is the default keys for quick items F1-9 and not 1-9 keys?

The dash attack spells seems crazy strong, but also really fun to use.

If you hover over an item in your inventory, press I, then move the cursor outside of the inventory screen and press I again the old tooltip will linger around your cursor.

Hovering over an item and right clicking doesn't update the tooltip.

Doors drop items..? ok


Good stuff, hope to see more from it.

Developer

thx for playing, most drops are randomized but a few arent

(1 edit)

you know i love it. hope you work on it more in the future

some minor issues:
found a mana increased by 0 item
the first big crab died elsewhere, and a death sprite appeared where he spawned.
talking doesn't work? i remember it working earlier
naveline is a bit blurry when walking
got stuck in the shop room, couldn't get out of it  nevermind i was being dumb

i wont post any suggestions because any of those would be exactly how i made my game play, i like your game for doing things differently and im eager to see how you come up with the problems a game of this genre creates.

Developer(+1)

thx for not suggesting giving the main character huge tits

Submitted (1 edit)

Neato little orblike. Beat the first boss crab, got into the dungeon, leveled up and scraped through for a while before I finally got too close to one of the big guys shooting red which two-shot me.

Character seems to have a really busy design for how small she is on screen.

It seems pretty decently implemented overall though. Only bug I noticed was that I could still cast spells after dying. (also is there no menu or way to reset afterwards yet? I couldn't find it.)

I also really like the way you let the player use two-handed weapons with a shield if the stats are high enough, as well as having six trinket slots.

Developer

thanks a lot for playing!