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(+1)

Very polished graphics and good dungeon layout. Once again you nailed the movement and perspective.The sound effects and overall sound design are superb. The lighting and overall atmosphere create a very nice ambiance. The engine is incredibly solid, and every interaction feels great and well implemented. There were however a couple bugs but nothing too extreme except for the rat you mentioned on the project page and a vase that wouldn't let me destroy it - until it was kind enough to move by itself to a location where I could successfully attack it :D

I found myself uncertain about which weapons were most effective. I presumed it followed a vertical progression, with each new weapon being superior to the last.

I always enjoy meeting an old friend; the classic fireball trap :)

The vertical mechanics are executed flawlessly, with smooth ascending and descending.

I am not particularly fond of the combat style. While the concept is intriguing, I found it somewhat awkward and struggled to determine which actions to take, resulting in random key spamming without knowing what happened or why it happened. I lost half my health vs the first skeleton and I didn't see any way to heal up. I found a green potion but when I picked it up it registered as a zooperdan trophy. Actually fighting the vases feels unnecessary. When clicked on a vase a well aimed kick would suffice, without going into combat mode.

It's always fun to be incorporated into a game and this time with a cool 3D model! Too awesome :)

Thanks for playing our game, oh mighty Zooperdan! 

We're delighted you liked the graphics, controls, camera angles and dungeon layout. We put a lot of effort into these.

"The sound effects and overall sound design are superb" - something no one has ever said about one of our games before. THANK YOU!

Sorry about the combat bug with the rat. We were overly ambitious with the whole combat system and because it took so much time, and still wasn't right, everything else suffered. We completely ran out of time to test properly at the end so we didn't catch these bugs.

You were right about the weapons. We had actually ordered them incorrectly so one of the more powerful ones could be gained from the Skeleton at the start. We ran out of time to balance these.

We loved the fireball trap too, combined with nice new shiny pressure plates that glimmer in the torchlight...

We'll polish the combat for the end of the jam update, to the point where you can see what we were trying to achieve and hopefully that will show the idea in its best light. It was flawed in many ways in the current implementation. We wanted the vases to be a way of practicing combat before it became life or death with a real enemy. Unfortunately they had a mind of their own and didn't like being smashed so wandered off. We'll look into making that experience smoother, but still as satisfying as when you kick or punch one and it shatters.

We're glad you like the new 3D Zooperdan head. Of course we've now set the bar very high so we're not sure how we're going to top it next year!

Thanks again for playing (persevering) with our game.