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A jam submission

RPG999 (Jam Version)View game page

A 64 by 64 pixel clicker game made for #LOWREZJAM 2024!
Submitted by DemoGameJams (@demojpn) — 5 minutes, 25 seconds before the deadline
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RPG999 (Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#1253.0513.200
Audio#1472.4792.600
Overall#1662.5742.700
Gameplay#1732.1932.300
Authenticity (or, Creativity in use of resolution)#1982.5742.700

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Themes
Aaand It's Gone Forever. i wanted the player to start fresh every dungeon.

Lessons
I still have a lot to learn.

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Comments

Submitted(+1)

I loved the fighting system in this game! It was really satisfying to use all the different mechanics/upgrades. However I was confused why the enemies just kept coming? I couldn't tell if it was a bug or they were going to end at some point. For some reason as soon as a rock-looking enemy popped up, I just died, even though I was at max HP.  Aside from that, great job on this game! Your effort really shines through.

Developer

Each dungeon has 30 monsters, I think. After that, a 'King' monster shows up. I was working on a dungeon map where you walk around and enemy encounters would happen randomly, but I ran out of time and trashed it. I just put the whole dungeon in one encounter. It sounds like the rock enemy was a bug of some kind. I definitely will look at it later to try and recreate the problem. Thanks for playing it and giving me feedback!

Submitted(+1)

Cute art! The small characters definitely allow the world to be seen better!

Developer(+1)

Thank you for the feedback! I tried to make the main character as small as possible. I had an even smaller version, but I didn't want to redraw all the other character sprites. I definitely think the smaller one looks like she has no shoes, though.

  

Submitted(+1)

Cute art style and enemy design. I didn't really understand the mechanics at first but once I got used to it I was blasting through the enemies. I figured Attack + Auto attack build is the way to go, with occasionally getting hp upgrades to heal.

Developer

thank you for the feedback! i sort of locked myself into the skill leveling system early in development. i'm really happy you could figured it out. i was certain people would give up on it fairly quick due to it's confusing nature. i play it with the same build actually. you can finish the dungeons in about 30 seconds that way.

Submitted(+1)

I like the pixel art & the music included here. Also, the game has a pretty impressive scope for 4 days of development, including numerous monsters & 7 dungeons. The battle system was either broken or I did not understand it. It would just keep cycling through monsters until I died. I was also able to walk through the tree blocking the bridge, and head straight to the ending.

Developer

thank you for checking it out! i appreciate the feedback.  i upgraded the project in the last minutes before the deadline to godot 4.3 so that it would run on the web. i think the changes to tile map layers messed with the collision on the tree. thanks for letting me know. sounds like a cool speed run hack.

Submitted(+1)

I was a little confused about exactly how the battle system worked and which buttons do what, but it seems like a solid and original idea for a game. What stood out to me most was the music and creature designs.

Developer

thank you for your feedback! i really appreciate it. I wanted to make the battle system easier to understand, but I was already in too deep and couldn't really change anything. It's a good lesson for me to plan better at the start. the artsy side of game dev is definitely more enjoyable than bug hunting.

Developer(+1)

I made it!!!! I thought I was totally going to miss the deadline...