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(+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.