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A jam submission

Little Red CrawlerView game page

Submitted by BrineShrimp, xrguajardo (@rj_guajardo), Peridot_Bird, NicoleBolas, HumanHardDrive1 (@HumanHardDrive1) — 1 hour, 4 minutes before the deadline
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Little Red Crawler's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics - Is the game aesthetically pleasing?#743.6323.632
Gameplay - How fun is it to play?#1152.8422.842
Theme - How well does it incorporate the theme?#1282.3162.316
Overall#1352.7792.779
Audio - Does the game have nice sfx and music?#1392.5792.579
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#1452.5262.526

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I will be waiting for a more complete version, I guess..

Submitted(+1)

I come a little late and think everything was said about it.

Like many said, the game in its current state lacks of finishing as it suffered from features not working well and bugs such as death, item picking, fights, invisible walls.

Though I like the idea and I've seen on Discord you continue working on this game, and you do well! The arts are beautiful and using a tale as a base for a game is always interesting.

It's nice to see all these ambitious features planned with the inventory, armorset and party, and I hope to see all of these fixed in the future. :)

Submitted(+1)

The game is a bit rough around the edges with several little things which probably don't exactly work  as intended (you don't die, picking items is weird, probably not intentionally invisible walls ...) but you put plenty of content there, the game is relatively ambitious, enemies look cool, I was happy to see buttons on the walls and character development especially and you've got story bits. Movement feels mostly right although when mashing the buttons it could probably be a bit smoother. Life bar aside the UI looks good. Note that I think invisible walls are cool so this one I can just assume they were intended and the game gets better.

Developer

Thanks for the feedback, we're working on a much more complete version right now and are releasing it next weekend. We kept the invisible walls but got rid of the bugs, have been working on a much improved UI that has a bit of a more classical feel and manages to still display a ton of information (Or if you're like me, less information by hiding that mini map and trying to figure it all out), are back to publishing secret web builds for now, and so many more changes already. I hope you have a chance to check it out.

Submitted(+1)

It certainly has potential but suffers from inconsistent assets and poor combat. Also, it looks like there's a bug that won't let me die. 

Developer

Yes, unfortunately we ended up releasing with bugs and without all of the combat that we wanted. We've worked a lot on it over the past week and have continued focusing on and improving those key issues and especially combat improvements. I hope you have a chance to check it out next weekend when we release a new version. 

Submitted(+1)

This is a really cool game, gg, love the rpg atmosphere and the game looks really good! Congratulations.

Developer

Thanks for playing! I hope you have a chance to check out our planned release next weekend with a ton of improvements, new music, a lot more art, and so much more.

Submitted(+1)

There's a lot of potential here! I like the little red riding hood setting, the RPG mechanics with weapons and companions, the secret passage in the forest, and some of the pixel art is really pretty. Some portraits or images aren't the same resolution as the rest though, which makes them blurry, and I had some trouble with the UI too, often needing to click multiple times on a cookie for it to register. I'd be totally interested to see a more fleshed out version of this, great work!

Developer(+1)

Thanks for playing! I hope you have a chance to check out our updated version next weekend, we've improved so many things in the last week it feels like a completely different experience already. Combat improvements, charge up attacks, fireball traps, magic... we managed to get through the bugs and have been adding a ton of sweet features.

Submitted

I will 😁 Very curious to see the many improvements this weekend!

Submitted(+1)

I had a lot of trouble with the UI - when I open the inventory, I was unable to close it easily, it seems I need to find the location hiding behind the inventory where the inventory icon was now covered up.  This might be an aspect ratio issue.  If you're only going to support exactly 1 resolution or aspect ratio, it would be best if it started in windowed mode to avoid these issues =).

I really liked seeing the woodcutter's place looming over the dungeon in the distance when I got closer, gave me a nice sense of progress and destination.  It seems I stayed alive after "dying", however clearly a bug (unless it was some weird duality theme I missed...), it did make it easier to preview the content you've got in there =).  I really like the character art!

Developer (1 edit)

I agree and thank you for the feedback, the UI wasn't quite where we wanted it to be at the end of the jam. Over the past week it's been a major area of focus that we've had and I'd like to show you some of those changes, which we'll have finished this weekend and ready to showcase a lot of the new mechanics we've been able to work in when we post a massive update next weekend.

We opted to go for a much more classical look and feel while expanding the options available. We're going to have separate windows for settings, map, inventory, and equipment so that the main screen can stay visible without covering a bunch of things.

Submitted

Looks really nice!

Submitted (2 edits)

Obviously it needs some debugging, but I adore the general vibe and aesthetic of this game, in the setup, the art, the dialogue boxes etc.  And the cool-down system for the melee attack felt nice.  Great start.

Developer(+1)

Thank you, I hope you have a chance to check out our release after the voting period is over, we've made a ton of progress on it already.

Submitted (1 edit)

There are a lot of great ideas in the game. I like the theme and style. The art is also really great. Unfortunately I couldn't finnish it, since I got lost in the forest. I guess its on-topic, haha. I got the dog and then leveled up a bit finding loot behind hidden walls, but I had no idea where to go further, after walking though the entire map several times. Overall it feels you ran into a bit of time trouble at the end and could't completely finnish it. I think it has a lot of potential though. :)

Developer

Thank you so much for the feedback! We're working on bug fixes and making sure you can reach the dungeon areas. We're also rebuilding some of the maps a little bit, your supposed to be able to go through the house into a whole different dungeon area and our last build before we couldn't upload anymore blocked that area off for now. I hope you have a chance to play the new version in 2 weeks, it should be a lot better!

Submitted

The pixel art is pretty nice, although a lot of it is hurt because it's inconsistently scaled sometimes but the dungeon crawling is also entertaining. I like the UI design, although it might've been a bit to try and polish up. There's little feedback in the combat system other than the messages which doesn't make it very fun to fight things (I honestly didn't really notice I had "died" since you are functionally immortal.)

Seems like a good idea, but it's not filled in enough!

Developer

Thank you so much for the feedback. We're working on a couple of key things for the next release in 2 weeks, bug fixes being the first of those and combat being a 2nd high priority. We're also going to be reducing the map and massively increase the amount of content in the size so it feels less empty and areas are more exciting. I'm glad you like the art and I hope you have a chance to check us out again in 2 weeks!

Submitted

The pixel art is pretty nice, although a lot of it is hurt because it's inconsistently scaled sometimes but the dungeon crawling is also entertaining. I like the UI design, although it might've been a bit to try and polish up. There's little feedback in the combat system other than the messages which doesn't make it very fun to fight things (I honestly didn't really noticed I had "died" since you are functionally immortal.)

Seems like a good idea, but it's not filled in enough!

Submitted
  • There’s a lot of good art for this game (like that title screen!) but a lot of it is spoiled by the pixel scaling issues. I’m sure you’ll address that when you get more time. Likewise with UI functionality type stuff.
  • If I die I don’t actually die? I can just keep on going and be invincible?
  • Not fully sold on the real-time combat. Waiting for enemies to walk into your tile, freely hitting them and then backing up to repeat was the way to go. I wasn’t taking damage at all until I backed into another enemy while kiting a Ghost Mush with really high HP, and then died basically instantly. You’d have to find a way to make timing/positioning basically the entirety of the game complexity, I think…
  • Please fix the your/you’re typo on the second dialogue window in the game thx
  • Unclear how the theme plays into it, as far as I got.
Developer(+1)

Thanks for the feedback. I agree, the real-time combat in the game didn't get the level of polish I wanted to give it. I knew there was the problem with backstepping unfortunately and I have a whole slew of about 12 different changes I want to do to improve it including adding a wind-up timer for attacks, making enemies hold an attack cooldown separately from movement so they are less predictable, and adding ranged enemies, ranged attacks, more varied attacks based on equipment and a lot of other changes. If I can get everything in the combat should be vastly improved and it's a big priority.

Some notes, while keeping in mind an update is planned:

Ran into multiple invisible walls that even enemies couldn't get through in the middle of hallways.
Pickups don't all seem to have functionality right now unless I'm missing something. 
The torch was already explained in response to another comment. 
Additionally the drops from enemies sometimes spawn with the image side-on to the player so you can't see it's there unless you turn to the side in the hallway. 
My frame rate starts to tank when there are 3 enemies near the player.
It's rough but yeah it was made in a week. I'll give it a try again after that update comes through. Overall pretty solid base for a game here though.

Developer

Thanks for the help, we really appreciate it. I have some ideas for handling enemy drops but mostly we want to focus more on making each map feel very unique and loot a lot more impactful. We have this idea for implementing a weapon charged attack that gives different weapons unique feels as well as additional abilities to make it more exciting to get a new drop, as well as a lot more varied bonuses on gear so that boots aren't just boots but can for example make you run faster.

We're also going to be building up the hope mechanic a lot more. As with any challenging short duration project like this things end up getting shifted around a lot and it just wasn't ready in time as much as we wanted it to be. We really want the player to feel the rising hope and falling despair that is the adventure through a dangerous and unknown area to save family and we weren't able to illustrate that as well as what we liked in the time frame and instead ended up with a kind of confusing UI element.

Thanks again for your feedback!

Submitted

Very nice! This one looked great, the levels felt like the right size, the UI was gorgeous. I really enjoyed crawling this one. I would recommend you have the "click to skip dialog" instead be 'click to fully expand the dialog for the impatient that want to read it", then click again to skip to the next. Overall a very nice showing and a cool concept.

Developer


Thanks for the feedback, we had this concept idea for a letter early on and then ended up band-aiding in dialogue to handle a lot more systems than we wanted. I'll try to get more of this sort of feel that we were going for into the next release! 

Submitted (1 edit)

Don't force me to use taskmanager to quit your game. Make ESC quit.

The UI is kind of a mess. Each element looks pretty good on its own, but you have several different scales of pixels and bluryness.

Not really sure what the torch is for when you have fullbright lighting.

Animated mushrooms look pretty good.

It probably needs some music.

Developer

Thank you for the feedback! I plan on releasing a pretty massive redesign of the game, UI, and functionality after the 2 week lock on submission posting is lifted that includes a full musical score that was composed for the game, enemy and ambient sound, redesigning the core mechanics that were focused around the usage of a hope mechanic that we poorly illustrated with only a torch and not emphasis on the effects as well as over 100 additional sound effects that didn't make this release. We also plan on a massively expanded dungeon and a complete revamp of leveling, progression, items, additional abilities, traps and many more features. I hope you have a chance to check it out after the updates as I promise it will be a vastly improved experience.