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(+1)

I'll start off by saying I hit the teleporting bug so I didn't finish this game, but I mostly enjoyed what I did play.

I agree with others saying Jills constant comments getting annoying, having the banter be more context sensitive like only on certain tiles. Or maybe if the characters take too much damage have Jill comment on boys being useless.

I like the idea of XP being reward for the player stepping on tiles, as it rewards more thorough exploration. But I think post-jam it could stand being toned down to just having the XP granted when stepping on a new tile.

I was told to go speak to a man (I think his name is Cu Chulainn like the mythical hero?), but when I walked up to him and interacted he just introduced himself then nothing happened. Was he supposed to be a trader that was cut? Maybe I missed something due to Jills voice lines.

For the positives, visually the game looks great, as does the UI! The false walls were integrated well, and the mine felt like a mine, which is important imo.

The combat could probably use some more polish, but I say that as someone whose combat also needs more feedback added.

I would suggest adding some tooltips or other information showing what each ability does. To me, Jill's attack looked more like a healing spell from the icon. Also I think allowing the player to open the character/inventory window by clicking on the character portraits would be a nice quality-of-life addition.

There's some great promise here and a fair bit to like, but it has a number of issues that need to be resolved.

Still though, it's clear a lot of work and thought was put into this, and it's unique in being the only entry (of the 43 I've played so far) with inter-party dialogue. Good work!

(+1)

Hey thank you for playing and taking the time to provide the excellent feedback, I appreciate it.

The way Jil works will certainly change. I just used her for the themes "endless" and a twisted "solitude". After the jam ends I do not need to follow the themes anymore. Its going to be some real dialogue between Jake and Jil and its probably triggered on a tile or certain events. The issue here is that you can walk alot of tiles while the VO are played. VO's are slow compared how fast you can move so I need to place them far away so there is no overlap.

You mentioned the "endless" xp and this will also be changed. You will only get the XP the first time you move on a tile, its a quiet simple fix :)

Yes, I wanted to implement "Chutuul" as a vendor but could not finish it in time, there is a unfinished vendor window you can open pressing the undocumented "V" key. The plan was to remove the key bind and open up the vendor window automatically when you stand in front of him. If it where not for the teleporter bug you can actually go back to the town level. There are other teleporters distributed in the level that would take you near the entrance of the mine, then you only need to take a few steps and climp out of the mine. But I could not finish the item/equip system in time and that pretty much rendered the vendor useless.

Actually both of the npcs you see in the village are meant to be cosmic horror demons in disguise. They where placed there after all the villager have been brought to the mine, to lure more unsuspicious travelers (like you)  into the mine, so there master could feast on new souls.

And yes the combat system needs a lot more love, I was just happy that I could manage to get something working :) So yes, more feedback and tooltips (also for the skillsystem) need to be added but I ran out of time. 


Thanks for the kind words and for the feedback!