Thanks! And I'll definitely check your game out. Congrats on finishing the jam, even if you had to cut features!
Don Bisdorf
Creator of
Recent community posts
A solid entry with all the basics of a crawler; movement, XP, monsters, combat log, music and sound, even a brief intro. No bugs that I found, which puts it ahead of my entry.
Some different monsters and some more loot or pickups other than medkits would have been nice. The game did feel a little light on the "cosmic horror" theme, given that it was just some empty halls with some easily-defeated enemies; without any other storytelling it felt more like just a monster hunt.
But overall this seems like a good framework to build on. Thanks for submitting it!
Hi KatVolts! Big fan of your streams.
Kudos for managing an animated cutscene at the beginning of the game. I love the story between the two main characters and I want to just watch them having their vacation.
The graphics of the hotel are amazing--maybe too amazing for my laptop. After a while the game seemed to just stop responding to my inputs and I had to force quit.
I liked the mini-deckbuilder combat, though again, it ran a little sluggish on my computer.
Thanks for contributing this!
I enjoyed this one! The controls were straightforward and I particularly liked how you could glimpse other areas of the map through gaps in the walls. A few comments:
- I didn't care for the mechanic that allowed you to attack as fast as you could tap the keyboard. I would have expected some sort of delay between attacks.
- There were a couple of instances where something instantly killed me but there was no indication what it was. I think these were traps, but I didn't notice any clear feedback to indicate what happened.
- To me this felt more like a "pulp action" game than a "cosmic horror" game. Still fun though!
Nice work! Looks like you got the basics of a dungeon crawler in there, but I have a few comments:
- Even with the hints on the floor, I had a hard time working out some of the controls. Sometimes the game seemed to want mouse input, sometimes it wanted keyboard input. For instance, I expected to be able to click on the attack/run buttons, but it seemed like only the keyboard worked for that.
- I could not get past the gray plant monsters (?) on the second level. Even with the nice sword and shield equipped, I just kept missing, and I couldn't seem to run away.
- The behavior of the game after you get killed seemed a little strange: do you just respawn right at the point where you were killed, with half your hit points? Possibly I overlooked a tutorial message that explained what happens when you die?
Nice work! You even managed to get a bestiary in there. My only comments:
- Sometimes you couldn't see the enemy health bar because it appeared behind the exclamation point balloon.
- It wasn't always obvious to me when I had completed the transition from/to void mode. Some stronger visual or audio feedback might have helped me.
- I would have liked to be able to see your health and sanity bar from the inventory screen, so I can see the effects of consuming health/sanity recharge items.
Wow, congrats on winning the game! That took some dedication. I definitely wanted the game play to be more strategic and cautious so I'm glad that came across.
Yeah, all the random generation of levels could use quite a bit of work. The collar was supposed to give you a boost to your first-strike chance, so you'd have better odds of getting a hit in before the enemy does. That's related to your speed, which would have been a more important attribute if I'd managed to implement traps, since I would have rolled against your speed to see if you evaded a trap. Sadly I didn't have time to put that in.
Thanks for the video and the comments, and thanks for playing!
Thanks for playing! I feel terrible about that bug; I should have found it during testing. As another player has noted, it seems to happen if you hit Enter on an empty inventory square. And I totally agree about the balancing and random placement of stuff. I threw a lot of parameters together without really thinking about them. Definitely something for me to pay attention to if I come back to this!
The hero sheets should be available as free downloads under the "Download Demo" section of the game's store page (https://dbisdorf.itch.io/save-the-universe). If you don't see them there, let me know and I'll dig into it.
I've just released Professor Pinball's Castle, a pinball game for Windows and Linux.
https://dbisdorf.itch.io/professor-pinballs-castle
The game has several challenge events, end-of-ball bonus scores, and a dot-matrix display. It's also open-source, and if you want to build it yourself or use the code for your own Godot-based pinball game, you can find the source here: https://github.com/dbisdorf/professor-pinball.
Hi there! I just downloaded and gave your game a spin. It's certainly bright and dynamic, and the music is catchy. It wasn't quite for me, though, because of the following:
- Because the block colors were all similar shades, the block wall was graphically uninteresting for me. Also, I thought the basic rectangular layout of the blocks (at least in the first two levels) was dull. These elements made game play, at times, feel monotonuos to me.
- A couple of game elements weren't obvious. For instance, it wasn't clear that the TNT block caused me to lose the ball, since there was no visual feedback when I grabbed the TNT. The ball and paddle simply reset. Also, it wasn't obvious when I lost a game, since the game simply restarted without telling me.
- I found a couple of the graphic effects disagreeable. I found the screen shake a little annoying. And the stretch/wobble of the paddle made it difficult for me to accurately gauge the size of the paddle, which made it difficult for me to hit the ball at high velocities. I couldn't get past the Super Breakout level because of this.
It's cool that you live-streamed development of this and are offering the code as open-source. Looking forward to see future versions of this!