One of the coolest gaming experiences! Such a cool idea, thanks for making this!
branlab
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Well the movement of ball is orbital so it kind of has space theme built into the gameplay. Also this sort of imposes a weird idea that a game is only purely its mechanics and the music and graphics are completely separate and that's just not true. A game is all of its pieces, music and sfx and art included, thats what makes the medium so cool.
Very awesome idea! Although for the life of me I can't figure out how to cast Flamethrower. Not sure if it's bugged or I'm doing something dumb, I have the 4 nodes connected and none of the lines are red and it makes the sound as if I cast successfully when I hit cast but doesn't become greyed out... very strange
Very cool concept!
I couldn't make it very far though, I managed to get the robot from the first room into the second room but wasn't sure what to do from there. I also encountered an issue where if I used E to spawn a bulldozer while standing on the grey tile as the blue robot, the bulldozer would push me towards the camera and off of the line I was supposed to be on. So I then couldn't go back through to the first room. (Unless that's intentional)
You could definitely take this concept further though, with some more polish!
Hey thanks so much for such in depth feedback!! I'm one of the other devs working on the game. Your feedback has given us a ton to think about! I've especially been thinking about the role of Strength in the game and how to create moves that work with the mechanic of slowly building up strength over time, it's hard to know exactly how to make it work but your analysis of light strike and quick attack has given me some stuff to think about. There's definitely an issue with becoming overpowered, especially because the game is a little short right now. Enemies are planned to have resistances and weaknesses to effects like poison so hopefully that will alleviate some of that issue, but I agree, there are plenty of builds that are just straight up broken and over powered right now. (Minimalism should definitely be nerfed too, and the poison doubling charms should probably cost way more gear points or something) Thanks for the feedback again! Working on fixing the warping back to race and class screens glitch now, a new build should be up tonight or tomorrow!
A tile based, turn based traditional roguelike rpg dungeon crawler! This is a hobby project for me, let me know what you think!
https://branlab.itch.io/deepweeper
Love the visuals, music and idea! I do wish it explored it a bit more because it felt a little like just a platformer with autoscroll sections. Would've been interesting if maybe the autoscroll could change directions and you had some kind of impact on that, I dunno. Also the controls were a little off, I'm not a fan of holding jump causing you to jump continuously. Other than that it was fun! I enjoyed the silly ending (especially the cat). I think you should explore this idea more!
The visuals and music are sweet! Controls are not so great but I see the gameplay style you're going for. I also thought the switching qwerty azerty was a little silly because it mostly came down to: Does this level make me use A or Q to go left? Keep working on this, though! I'd say just ditch the keyboard changing aspect and focus on what makes 2d beat em ups or 2d platformers fun: the responsiveness of the controls. Definitely gave me Blasphemous vibes