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i enjoyed the gameplay more then i expected too, but the movement can use some polish(very slippery) and i really liked the story and the references(did not expect a full metal jacket and bob ross reference, you really got me there), and i also love the character design, the music(while repetitive) as a nice vibe to it, for being unfinished you did a pretty good job

btw https://www.twitch.tv/videos/475894618## here's the video of me playing this when i was streaming the entries(sorry for the bad frame rate)

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Thank you for playing and reviewing, host of this jam. Very big thanks for streaming my game. I totally wish I could do more; had I not delayed too much and used my business at my univ as an excuse to slack off in July - although I totally had more than enough time in July to freaking finish an entire anime series. I would've finished the game had I managed my time better.

Yay! You understood my references to Gunnery Sergeant Hartmann and Bob Ross ^^ - there are also a huge ton of reference to some masterpiece works from Japan; tho I guess expecting people to understand those references would be a little bit much XP

As for the music I'm really glad you think highly of them. I composed them all myself - tho two of them are recycled from some that I composed months before this jam even appeared on itch.io feeds XD (the village and the "regular dungeon" theme if you're curious) - me an amateur composer, even composing a mediocre piece requires days or even weeks. Again tho, I really wish I could do more. I had actually composed the main menu theme; but ended up not making the main menu at all due to time constraint (the "Final Boss" theme uses the leitmotif of the supposed main menu theme). I really wish I could make unique theme for each of my dungeons; but again - bad time management

As for the gameplay many thanks for the critique. Now that at least three people have pointed out that the control is 'slippery' I know how major of a problem that is. My beta tester actually pointed that out but I thought it wouldn't be dynamic if it weren't slippery, tho I had increased the ground friction after that; seems that it's still too slippery. I will remember that for my future games.

P.S.: some trivia:

-Katzenreich is taken from "(die) Katze", the German word for cat

-Sobacca is taken from "sobaka/собакa", the Russian word for dog (I don't study Russian deeper than the alphabets tho so idk its noun gender in Russian)

glad you enjoyed the feedback, i might as well give my piece of advice for the movement, try doing a high deceleration and a low acceleration, and a maximum speed, so if you want movement like sonic you can lower the acceleration so it takes some time to get up to max speed, but when you let go of the button you can add a high deceleration so the character can quickly break, maybe you already know this but in case you don't i suggest trying it, very handy method of movement, anyway i just hope you had fun

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All I need to do is actually to raise the friction number even higher. I think the acceleration is already appropriate for what's supposed to be gameplay-wise an action heavy platformer RPG. The problem is just the deceleration to give the player more precise and less slippery control