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Dire Prism

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A member registered Dec 12, 2019 · View creator page →

Creator of

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Love those tentacles, how they feed you to the mouth. Control takes a bit of getting used to

I can get an idea of where this game is going. The mood is nice for sure. Hard to see anything.

I became a mushroom, did I win? :)

Well done, fluid gameplay.

Lots of destruction alright!

I didn't do very well in the game but the weapons were very impactful :) Like others mentioned, keybinds would be awesome

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Nice iteration on the bullet heaven genre. The death mechanic is a nice twist - takes a bit of playing to understand how it works. Simple graphics but very clean, and impact of different weapons are clear

Thanks, yeah you're right about the walls :)
Maybe the Monkey Island adventure style buttons don't work well for a game today, or for an action game in general?

Yes you missed something :)
"Nothing happens" is a message I forgot to change, oops...

Fun for sure. Bit fast paced for old me but that's not a critique :) Everything seems to work well, although I never found out what it was I was supposed to throw with space

Played it for a little bit and it seemed really fun! I'll have to return to it and play some more because it takes a while to get the hang of it. Great work!

Love the banish mechanic! And the intro help sequence was very well executed.

Looks like you took that annoying commercial and made it into an actual game that plays well :) Also some interesting choices to make when you start getting an army and moving sideways becomes treacherous

Haha lich was literally the first thing that popped up when thinking about the theme.  Was thinking it was a bit too literal but decided heck and went with it. Thanks :)

WASD to move, mouse to attack (melee only for now), UI buttons and mouse for adventure actions

8 gigs of main Ram should be enough. 4 might be possible too, not sure. 

The lowest quality setting uses half texture size and is synced at half fps too. If you try it please let me know how it works out - or doesn't - for you.

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Thanks. The download certainly works without Steam as I haven't yet added any integrations. On release I'm considering my options for itch - perhaps something like a download key that will work without Steam.

I only mention Steam because I want to build wishlists there, and really I don't get a lot of itch traffic.

Edit - forgot the requirements.
The game should be playable on most recent Windows PCs - best experience is with a dedicated graphics card. A 1080 ti should be plenty to run it at 1080p/60 fps with ultra settings.

Mine had one rating and now it's gone?

I'm not sure if I'll push any updates. I did this game jam to work on some specifics and get some quality gamejam time away from my main project. I consider it finished as it is.

But I did prove to myself that I can get excited for a game with a much smaller scope than my main game (which may be over-scoped) and depending on how things turn out I might actually take this and turn it into a small viable game for a commercial release, before I return to the main game.

I have joined a couple. This is the first where I'm submitting a new game.

Didn't get around to make an actual trailer, but a bit of gameplay footage.

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I started a week too late too. This is the first game jam where I'll be submitting something aside from feedback jams for existing projects.

I know I don't have anything that will win awards for sure and that's totally fine - there are some people here putting in a lot of work and adding great skill to the pile. They deserve to win :)

Thanks for the feedback! I'll go looking for the VOD if you have one :)
Yeah sorry for the spider reappearing in the scene transition - this arachnophobia mode was made quite quickly without much QC:) I figure most people who would have problems with the spider on the illustration would avoid the game already since it's also in the key art for the game?
Don't worry I won't harm Ynna! Can't promise I won't mess with her because she might be receiving a more detailed texture in the future. But I might have forgotten to remove the dialogue line "clothes" which I put in back when I was just using an asset for her and not a custom model :)
I haven't made a final decision on how potions should work. Currently they work like Diablo 2 - you have a belt, and when you pick up potions they go to your belt slots first, then to the inventory when the belt is full. Belt slots don't refill automatically from the inventory in D2 either. 

And yes, the game is far from feature complete -  there is only one respawn zone in the open world, and there will be one in Hearsay Hamlet and other important safe zones in the future, which you will probably automatically bind to when entering the area.

Such a well done game. I'll probably play it again some time,  because I only really got to scratch the surface but there seems to be a lot of depth with all of the upgrades and the many characters and skills.

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One thing that I finally decided to implement was arachnophobia mode. Still got a big spider in the loading screen you have to get past to get to the settings, but ingame models will be replaced.

TODO:

  • Add more sound effects - potions, lvlup, some enemies are missing etc.
  • More respawn locations (graveyards)
  • Stagger cooldown
  • Better skill assignment
  • Shops

Cuteness overload!

Trying this game for the second time, I can clearly see that it has improved, although it was already pretty fun the first time I tried it.

Not a huge download, and runs very well.

The sound effects are cute :)

I only wish I had a controller, I think it would make it even more enjoyable.

Thanks for the comments :) Yes you're right with multishot a single target can only be hit by 1 arrow. This is a change I made because the skill simply became too OP otherwise.
Since that change - might make sense to up the attack speed of bows a bit.

Yes there should be more than one graveyard - I expect it will work so that visiting regions with a graveyard binds you to it. But death is also supposed to be at least a little bit of an inconvenience :)

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Thanks! I watched the VOD and you had some good pointers there too.
Potion sounds now added to TODO list, as well as cooldown periods for stuns.
Skill assignment UI is planned to be totally reworked and integrated with the (coming) skill tree.
Will definitely be looking at the missing hit audio you experienced. I'm kinda thinking it might be because you missed?
Also - I've long been against implementing quest markers, preferring to  but this is something I've now heard from so many that I might give in :)

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I just gave it a quick spin, and will definitely play it a bit more before I rate!
Absolutely stunning visuals, this game has a really nice atmosphere.

The controls feel a bit strange (for keyboard). Maybe some of it is just getting used to it, but I still don't know what q and e turning is for when w doesn't move in the direction you're turned, but rather based on camera? Also - camera control could be more responsive. I suppose it's a choice to have fixed rotation angles as targets instead of continuous rotation, but perhaps allow canceling rotation by pressing the other direction?

Edit - after a bit more playtime:

There seem to be  some frustrating invisible walls in some places - edges that F1LL should easily be able to scale to get to a location but can't, and then you have to go around instead - the purpose of the structures you affect with F is not always obvjous.

I did have a strange bug where Bo suddenly got transported to the ocean and changing to F1LL did not move the camera. Didn't manage to reproduce it.

All in all a very enjoyable game!

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Simple controls and rules are easy to grok.

It's a fun game and very satisfying when the puzzle is solved

Awesome thanks :)

Thank you so much for the report! I had indeed destroyed account creation, but it's fixed now. Would you mind trying again? You don't need to redownload, since it's a server fix.

That's strange - I'll try downloading myself to see if there are problems. 

I don't know if this helps, but it happened a short time after I bought an apple tree, on the one I bought.

Very short and cute game, loaded fast :)
Controls (once you find them) work well.
Nice idea - definitely didn't feel like I wasted my time playing it, I had fun :)

Very short and cute game, loaded fast :)
Controls (once you find them) work well.
Nice idea - definitely didn't feel like I wasted my time playing it, I had fun :)

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I had fun playing it, can see you could easily spend some time in the game optimizing for faster earnings, especially with the leaderboard.
Game loads fairly fast.
Couple of issues I saw - for some reason one of my apple trees stopped growing fruit. Also, auto-harvest takes a bit to wake up.

Edit - also the submit arrow for the leaderboard is partially covered by the maximize widget

And thanks for the account comment - I need to make the email address optional, since it currently serves no purpose. 
Will be implementing password change via email, and I also want to use it for email list but since I have no privacy policy yet I'm not really allowed to do this.

Thanks for giving it a go and for your feedback!
You can choose full screen under settings, and holding down the  mouse button or  attack key allows you to continue attacking.
It's mostly me working on the game, but I also have a small team consisting of an illustrator, Michael Malkin and a 3D modeler, Idam Amir, who I hope will be able to contribute much more in the future :)
This game has been in development since around 2016, but with very lengthy downtimes until I decided to be serious about it.

Thanks, I just waited with submission until I had released the update :)

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The Itch demo gives security warnings on Windows because it doesn't have a signature. The Steam demo isn't released to the public yet, but if you contact me I can send you demo keys.

Edit - you can msg me at  https://twitter.com/journeys_ARPG 
Will be checking message requests.

I'm wondering - when working on an update to go out before the end of the submission period, would it be better to wait with the submission until after the update, or can we rely on feedback being given on the version current at the end of the jam?