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(+1)

This game has a lot of good things going for it! First thing I noticed was the excellent and beautiful UI. The game's graphics are also great, it looks excellent. Movement feels good as well.

Most people don't like the banter at all. I kind of like it if it was implemented a bit differently. Right now it seems like random voice lines every few seconds, which gets old quickly :D But if it were oneshot triggered dialogues when you step on certain tiles, that maybe even fit in the situation or tell a story over time, it would be much better and enjoyable, I think.

I didn't get far in the dungeon itself, due to getting stuck in the room others get stuck in as well. I think the XP notification for each tile is a bit too in-your-face. I understand that this mechanic needs to be communicated to the player but seeing animated floating text indicating that you gained some XP every step is a bit too much imo.

I also experienced a bug once, where I wanted to take a step but got flung somewhere else and then couldn't move at all, only rotate. This was in town, I think I was near one of the buildings before it happened.

Combat feels ok, could use more feedback but the mechanics work fine as far as I can tell. Could use some more information about what each stat and attack does. Also not sure how the balance will be since you can explore-grind infinitely. I'm not a fan of grindy games where you have to grind to progress, but since I didn't get very far I can't judge if the difficulty requires grinding time to beat the game. I hope not, though :D

I'll give this game another try if it gets a post-jam version with the critical bugs fixed. I liked what I saw so far, though! Good job :D

Thank you for playing and the feedback, I really appreciate it.

You are right, Jils samples are randomly picked and played every 10s after the last one ended. I'll change it after the jam is over and I don not need  to follow the themes anymore. I am not sure how to implement it yet , but I like the idea of a bit of forth and back between the two. 

I am using some trigger based audio for Jake, the problem with Jil is that if you move fast there is a high change of getting overlaps between the trigger tiles. Sure I can just stop and overwrite the output but that would sound odd. So currently Jake does the all the hinting to important things and Jil does all the bantering so there is no interference between important hints and meaningless clutter (except Jil always talks over others).

Yeah the floating combat text is not my favorite either, lets just say it was very easy and fast to implement it this way and I wanted to highlight the "endless XP" aspect. It does not have to be this way. And no you don't have to grind XP to finish but you can do it if you like.

This certainly does need more polish, we all had to cut some corners.

Next time I will most likely cut down the visuals to have more headroom for the actual content, it is just so tempting...

Thanks for the feedback!