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(+1)

I don’t mind Jill! Or well, I did mind a bit when she talked over NPC:s and useful information. So a little tweak for her to fill the time between fights and useful talk when the player is just exploring or even better when lost, would have been great. If she could have commented on what the player was doing, like “Oh so you figured out how to open doors, congratulations to you” when the player did such etc. That would have been even better.

The idea of getting xp for walking about and 1xp for revisiting places I’d been was an interesting concept, but perhaps the 1xp and 10xp walking effects could have been toned down a bit.

I’m not sure I could level up, it sort of looked like I should have been able, but I couldn’t interact with the portraits. I also for a while didn’t understand that I needed to open them up (since I hadn’t needed to look at them before) to do that.

The movement was nice and camera and art and everything.

As for the combat, I’m not sure if I was meant to dance around the enemies but at least with instant movement I didn’t feel like I had much of a chance without being hit first.

I also feel like while moving about in the dungeon that at times I got teleported to other locations though I didn’t notice any teleporter. Perhaps this was as intended, but it was desorientering and about 7 minutes in I ended up where it felt like I had been before. In a small area with no apparent exits. I’m probably missing something, but it also felt like something was broken with the game there. So I gave up, and with no saves I felt like that would have to be it.

Which really is a pity, because the game looks great. Has a lot of cool stuff in it, it seems and it would have been fun to explore it some more.

Playthrough (didn’t get very far): https://youtu.be/6bD9ogJAQUc

(+1)

Thanks for playing and the feedback! Even with a play through video.

There will be more of a dialogue between Jake and Jil and no longer the constant banter. Seeing the video you did level up and could have added some skill points you even start with 3 (it is mentioned in the first "Welcome" dialogue. Due to some scaling issue you need to be very precise when you hit the "+" button. You need to hit the center of + sign. That you can't open the inventory/stats window by clicking on the portraits is an oversight on my behalf. During testing I mostly played keyboard only (except the skill increase).

For combat. Yes you can dance and I want to extend the "AI" to make that more interessting/challening but could not do that in time. The combat needs more polish in general.

And yes you will get through some invisible teleporters but the last one tries to teleport you to an invalid tile  and fails. Looks like that I some how fat fingered the target position which points to a three digit x position but the levels are just 32x32 each. Next you would have been transported to a room with a small trapdoor puzzle (for the jam it was tuned to be very easy). I posted a link to a speedrun (shortest route) of a bug fixed version of this.

Thanks for the feedback and the VOD!

(+1)

Ah I didn’t notice that I managed to register some level up clicks at all I just clicked a bunch and it didn’t seem like anything happened :) Perhaps there could be a stronger visual effect too on those that you have leveled up in this session.

It might be that it was easier dancing about in fights with smooth transitions, but it was really hard with instant transitions (that I accidentally turned on and promptly forgot about, or was it enabled from start?)

My gamer brain is also very much “Why you show me text. This looks cool. I want to play and explore.” So I probably didn’t read it that well. If you are going to continue work on the game, I would urge some kind of effect on the portrait that nudges and reminds the player that they have unspent level up points.