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(+1)

Looks like I bugged the game right at the very end! I stepped into portal and it froze.

Here is my collection: 11 zooperdans, 56 coins. 1 zooperdan was a healing (?) flask though.

Combat felt a bit strange.. I never figured out how it trully works. My tactic was to engage in combat, hit 2-3 different places that are clickable, move away from the mob, wait for its attack animation and repeat. 0 health lost that way. But attacks never felt like they follow any patern depending on where I would click or how I would move my mouse... it felt totally random. And sometimes character would do long animation of just screaming on an enemy too. Not sure if that did anything. Screaming on jars never helped either!

Had to restart right at the very end. When I dropped the cube from above to make passageway to the exit, I moved it forward (I didn't jump after it at first - I just went to the exit and clicked on cube from there). It got stuck on those closed gates in the floor and I couldn;t move it back. So I hardlocked myself from completing game that way. Second attempt I just jumped after and was very careful not to move it on those gates anylonger! Worked much better. :D

All in all - beautiful entry. Loved those commentaries. "I feel like Dan somewhere here" "I knew it!" :D

BTW, you also could pick up first bone and drop it in the wall by missclicking inventory slot... did it first time :) But that is me, getting all the bugs possible each time >_<

(+1)

You made it to the portal!!!!! That is impressive. You finished the game with all the Zooperdan trophies and nearly all the coins (there were 70). In the Unity Editor it displayed "Game Completed" on screen when you go into the portal. However there must have been some kind of timing issue because the game stopped but the message didn't appear in the final build. Sorry about that.

The combat system was our attempt to try to do something different, along the lines of the old Lost Worlds, or Ace of Aces, two player combat books. But instead of being simultaneous actions, the actions can be triggered by the player and enemy at any time they want. The hope was that the emergent combat gameplay from the differently timed animations would be very interesting and exciting. We still think it would be, but we didn't demonstrate that in any way for the jam build. 

The wandering jars was another bug that we didn't see in testing because the game needed to be running for some time for them to jitter around into places they shouldn't have been thanks to the physics engine. They should have been kinematic the whole time.

The push block into the pit trap would indeed lock the game and prevent you from completing it. Another bug we didn't get around to fixing before we had to submit our entry. It might  just have occurred in debug mode where you could open doors out of order.

You're right about the physics not being robust enough on the wall bevels at the bottom, so items like the bone club would sometimes fall through when they shouldn't. More bugs to fix.

Thanks for the feedback on the commentary. People don't usually notice or mention it, so we're glad it wasn't completely in vain. 

We do plan an update post jam that should fix all these bugs and hopefully give you a better taste of what we were trying to achieve with the combat system.

We look forward to playing your game soon!

(+1)

Oh I had I lot of fun even with combat that I didn't personally understood. Would be awesome to trigger different kind of attacks based on how or where you clicked. And mobs have 'block/avoidance' based on how they positioned or in general (side strikes not working on skeletons with shield because of the shield etc).

And maybe having some possibility of defence maneuvers, unless runing back is a tactic in mind. Though with that tactic its practically impossible to get hit at the moment :)

And daymn... I wonder where those missed coins are o,O gotta collect them all somehow :D

Absolutely with everything you said there about combat. When you click it picks a random combat animation but you can pick specific ones by pressing the numbers keys (1-6 depending on what weapons are being carried). Hopefully we'll add GUI buttons to make this more obvious in a post jam update. The mobs also have their own animation set and we play to show you which ones are available and which one is currently being used, possibly which one is about to be used. Defensive moves are in there when you get the shield but yes more would be good. Unlocking them as you advance as well is also in our minds.

More coins. Better physics. Noted. Thanks again for your feedback.