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I've reached level 8 with 28 kills and 1295 points on my last run. I'm happy with that and will switch to other games for now but I might get back to it later and try to do better.

The game is very fun. The intro is cool. Both the walls and enemies look good, so does the weapon shadow on the walls and I like the music . Movement feels good, attacking with each of the 3 weapons does too. The gun is the reliant one, crossbow is useless in a middle of a close fight as you can't walk while reloading so reloading will simply kill you yet on many occasions it's useful, it's better than the spear to always wield when exploring and the ammo will be of good use when fighting an enemy which can use a shield. Then the spear uses no ammo.

Now for the best part, I probably have not even faced all the enemies but from what I've seen the bestiary is already amazing. The enemies not only all look different (but with a consistent style), they also work quite differently and are all great, between one with one million hit points which also screams, two or three which rush at you and are the most frightening ones, one which shoots including not in a straight line and can activate a shield, and the not that strong but most stylish one which pushes you with ... I think it's a door? I love this one. Some can be and are better avoided, some you can't really avoid, which includes some that when you stumble upon you'd better own some bullets.

The level design is not punishing, and it's fine this way as the enemies are strong, as you only need to find one of two levers and either directly the exit or the map. From what I think I figured out we actually always play with the same dungeon here? Yet either way it's meant to be procedural so I don't want to map it (and then because I did not map the dungeon I'm not sure they're the same maps each time), it's not how it's intended, which is why I love the map which indirectly is a second exit.

Finally the game is very appropriate for a jam in my opinion, as you made it in one week yet it feels like a complete game you can spend quite some time on.

The pixel style of the life bars clashes a bit with the consistent style of everything else.

This is a super fun entry, thanks for sharing.

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Impressive! Very happy to hear that you've enjoyed it a lot! :D I'll release a post-jam version with some fixes and tweaks, so I'd advise you to wait for that if you want to jump in again.

Judging from your monster descriptions, I think you've seen most of them. Maybe there's one or two more that you're missing as they show up past level 7. But I'm happy to see that you like the variety :D wallbro is my favourite as well.

Yeah you always play the same dungeon. You can configure the seed in the advanced settings, but due to a sleepdeprivation bug, the RNG always uses the default seed when generating dungeons, so it's always the same. I intended for everyone to have the same experience unless they change the seed, but alas there's currently no way to play different dungeons until I fix it in the post-jam version. You are correct that all you need to do is find a lever to open one of the two exit doors. There generally are two corridors leading to the exit room, and most rooms have two or three connections to other rooms, so there are multiple ways to complete a dungeon level.

Agreed about UI, I hate working on it and this time I reused it from last year's jam because I had other priorities :D

Thanks for playing!