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GamePasta

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A member registered Aug 28, 2021 · View creator page →

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Thank you for the feedback. A sense of nostalgia and exploration is one of my goals! There shouldn't be any issues regarding seeds that contain no content, I think it's due to the fact I need to make the ruined towers easier to see and find. After asking the locals for directions you can select the location in the compass in the top right of screen and it will point you the right way. I need to make this much more obvious to the player.

I get a lot of comments regarding the brutal walk speed, something I will address soon.

Unfortunately, you are correct that not much gameplay has been implemented yet. There are dungeons, combat and a couple of items to collect but not much else. I have a lot I want to add and your feedback is very helpful in highlighting what I should prioritise next. I agree about the spooky NPCs looking in one direction! I once got a seed where 20 were gathered staring out to see, very spooky end-of-the-world vibes. The NPCs will get a big update soon with pathfinding and a simple simulation system.

Thanks so much for giving it a go and providing feedback on you experience!

I unfortunately removed the web build with this patch! It was getting a bit slow and needs some optimisation. I'll try a Mac build and let you know :) I have no way to test if a Mac build will work though.

This was fun! I played long enough to get two of my marines up to gunner level and then steam rolled everything haha!

I lost at my first attempt but soon got the hang of it.

I like the permanent death idea. That combined with the ability to level up soldiers is a nice mechanic. I'm sure I would have cried if one of my gunners died... However I never really got a taste of this. My first run I was overwhelmed by enemies and so lost my entire army before I had leveled any of them up. My second run I had 2 soldiers, used a couple of mercenaries on the first mission and obliterated the enemy as my soldiers leveled up. So I never felt the sting of perma death!

The music was great, the game play UI and controls were easy to pick up. I do think the UI could do with some improvements. It was not entirely clear how to place units whether it was drag and drop or click to deploy etc. And how to level them up. I didn't work this out till near the end of my first round. Although in hindsight clicking on them is kind of obvious!

One issue I had (on my losing run) was that units got a bit confused when there were too many enemies near. They got stuck changing targets constantly but not firing.

Also give me some more levels to play :)

Great job!

Not a bad little game. I had fun with my play through. Controls were easy and the game play was intuitive. The graphics and music while not my cup of tea were cohesive to the full experience and nothing felt out of place.

It was very short and simple. Not really much variety or challenge. I would have happily played a few more levels but there weren't any.

One suggestion with the UI. I would move the robot names from the top of the screen down next to where the dialogue is. It doesn't make sense that the dialogue is at the bottom but I need to look at the top to see the name.

Keep it up!

Visually this game is very nice. The characters, cards and UI all look great. The UI is easy to navigate and use however some elements did appear to be slightly off screen. I'm not sure if this was a design decision or technical error. 

The game could really do with some sound or music. It is quite dull to play in silence. Sound effects would really add to the nice visuals you already have going on.

This definitely needs some kind of tutorial or way to let the player know what is going on and how to play. The card descriptions are mostly about reducing wildness or gaining courage but I had no idea what this meant in terms of game play. I just randomly selected cards until the game ended.

Nice work :)

Hey, thanks for checking out my game! Its strange that you didn't find any health potions, another player had the same issue and there should be plenty of them. I hope I did not accidentally remove them in the update!

I like your suggestions, a lot of them are already in my backlog. I like the idea of gathering herbs in the wilderness. That should be fairly easy to add and will help solve the health issue as well as adding something for the player to do. I also want to add campfires for passive recovery.

Another player discovered that you could loot the rats dagger from them! An accidental feature but one I will expand!

Thank you for the valuable feedback!

Thank you for the feedback! I agree the game needs more music and sound, this is something I would like to focus on next. A shield and ability to block is also something I am planning on introducing soon. I'm also going to experiment with the player speed, I think it may be that the scale of the over world is just too big. Out of curiosity, did you find the speed inside dungeons slow as well?

I watched your video, thanks for filming your play through! Your feedback and the video are super helpful in determining what I should work on next. I found it especially amusing when you looted the dagger from the rat! I actually didn't even know that was possible and was going to add looting in a later update. I also noticed you didn't find the dungeon within the city. If you talk to the NPCs they will add the location of a dungeon to your compass. I realise now I need to make that more obvious to the player.

Once again thank you for playing and providing feedback!

Hey I had fun with this one. Although I tried several times with different strategies but could never beat the first level. Spamming attack buggies, spamming miners, focusing on tech upgrades and a balanced approach all seemed to get me into the same situation. Not enough resources and being overwhelmed with enemies. And the enemies resource graph always kept going straight up. Maybe I'm bad or maybe the difficulty needs to be toned down a little :)

I understand that the units are supposed to automated but it was frustrating that you couldn't get them to stay back and defend. Maybe a new unit could be introduced to fill this role.

Anyway to answer your questions:

How are the controls? Is everything easy to understand?
The controls were easy enough. I think the UI could be a little better. The buildings/units were always greyed out whether there were enough resources or not. Also the game was a bit laggy leading to an unresponsive feeling on mouse clicks.

Is the Scout already useful
I couldn't figure out what it was for.

Which platform do you use? Windows, Linux or Web?
I played on Linux. :)

Cute and challenging game. The visuals are perfect! There is obviously a lot of polish put into the graphics, characters, sound and animations making the game feel very professional.

I think the game could be improved if mechanics were not introduced so often. It felt like there was a tutorial on every level. Progression would feel smoother if a mechanic was introduced and then the player had a chance to play with it for a couple of levels before adding a new one. And then add some levels mixing the mechanics.

I also though the human characters preset path made the puzzles feel like trial and error. It would be nice to have some indication on how to solve the puzzle without having to play it through first.

A couple of minor UI/UX improvements: When retrying just reset the path by default. Having to undo the moves seemed like a  needless step. Clicking Done and then play also felt like a pointless extra click for the player. Oh and I couldn't find an exit button in any of the menus!

Really great effort! You have a very polished looking game on your hands!

Nice little game, its definitely worth reading through everything to pick up all the little jokes.

The user interface was very intuitive and easy to use! Great job with that. There was a small issue which only appears to happen when downloading and running the game through the itch.io app. Dialogue was being cut off at the bottom of the screen. I had to quit and play it in the browser instead where  it worked correctly.

To answer your questions I have to admit I didn't get to an ending, I don't know if it was because I took the wrong path, Threw the wrong item into the lake or stopped paying the beggars? I played the Cleric briefly on my first attempt and the Goth on my second. I would have to say the Goth was my favorite due to "the cure" spell! I think there were other funny things about it too that I cannot recall.

I think the game could be greatly improved by either making it shorter or adding more variety. I started out really enjoying the map, combat and characters. But, as it went on I found myself thinking "does this ever end". I thought it might even be a troll that purposely never ends haha!  I ended up just quitting the game as I was steam rolling all the combat and it was getting a bit repetitive.

All in all you have a nice little game here, with a little work balancing out the pacing I think it could be really fun.

Haha! I did spy that collectible :) But I was so nervous about starting over that I didn't bother trying to collect it!

I feel you regarding navigation issues!

Hey, thanks for the kind words. For complete transparency, I started this project in a jam earlier this year and have been working on it on and off since then. So not everything seen here was done in the jam time :)

There are some dungeons to explore and enemies to fight. But they are not easy to find. My next task is to give the player better direction on where to find them. There is one inside the city where you start but this is unfortunately not obvious to the player. I want to add enemies on the surface as well but I am running into issues generating navigation meshes with such a large map.

Regarding the walking speed I agree, it is slow. I am hoping to achieve a grand sense of scale where the player can spend the entire game in a single location or choose to explore. I am thinking of adding some kind of mount. Funnily, when I turn the walk speed up the dungeon interior movement feels too fast so it is a balancing act.

Thanks for pointing out the Windows exe issue! I will look into fixing that!  I am developing on Linux and often forget to test the Windows builds :)

Love it! You managed to pull together many basic elements into a complete experience that was quite fun! I'm impressed by the number of weapons and enemies for a jam game and the level design, while simple, was very fun to play. My only gripe was the inevitable search of the level for the last demon. But that is minor :)

Very nice entry, a great mood, and atmosphere. I also struggle with lengthy first-person platform puzzles, but I persevered and got to the end! 

The jumping part wasn't exactly hard, but it required concentration and patience. It becomes very stressful the further you get, and restarting from scratch gets tedious. It's just my personal opinion but I find jumping puzzles more palatable in short doses, 6-8 jumps then a checkpoint. I was a little disappointed that I didn't find the room with the uzi as another player mentioned!

I loved the game overall! Great work!

This was really fun given its simple wave-based nature! I really liked the art style and atmosphere.

Nice atmosphere and aesthetic! I found the mouse sensitivity far to high which made it hard to play. Other than that great job!

Hey, thanks for playing Legends of Rahnok! It was a lot of fun watching your play-through. I think you managed to find not only all currently implemented features but also every bug :D

I appreciate the feedback and am happy to say that most of your suggestions are on my to-do list. Even the multiplayer one!

I'll be dropping an update this week with some minor improvements. The gameplay will not change too much. But there will be bug fixes, optimizations to handle larger worlds, a health bar with health regeneration, and some other minor tweaks (no more ghost rocks).

Thanks again for playing :) I would love to see another playthrough when the game is closer to a v1.

Yes, I certainly am :)

Thank you! I agree about traversing such a large map (I actually planned for it to be bigger!). It will eventually have more content and things to do. Stay tuned for the sturdy goat update ;)

Thanks for the feedback, I agree completely regarding the overworld. There will; definitely be updates coming for that. Combat as well, I have a whole system down on paper but only managed to get the bare essentials into the jam version.

Thanks for playing!

Interesting setting and concept. I think the sound and lo res effects could be toned down a little, I found I got a bit of a headache after playing for a while.

A lot of fun! Very satisfying sounds on the guns and explosions. I assume more levels were added this jam but I didn't get to them.. I'm terrible at it :( 

I don't get it? Is it supposed to be just a spinning cube with the cover art? Maybe I just don't know how to start the game.

I liked the new color theme on the practice mode. I would have loved to see some new levels :)

Awesome! I will need to give it another play and try to find the boss :)

Thanks :) I planning for this game to be a long-term project, so there is definitely more to come! Interesting ways to cause yourself grievous bodily harm has been added to my todo list ;)

Aha! I thought I managed to shoot the body armor off. But I wasn't sure how XD

Nice work so far! Props for submitting what you have so far. Looking forward to seeing more :)

I appreciate the quirkiness of this game. The first stealth kill with the face flap reveal was gold!

It would have been great with some beefier gunshot sounds. Also, a little feedback for the player when hitting an enemy would have been good, I couldn't tell if the shotgun guy was invincible or just took a lot of shots. I found the mouse sensitivity was too high but unsure if there was a setting to adjust it.

Good job!

Huge improvement from the old version! A fun little game too! I was unsure what my goal was but that didn't detract from the experience. Loved the traps and level layouts!

The level generation was interesting, did you use prefab rooms and join them together randomly or randomly generate the entire layout?

Nice improvements! I especially like the new robot and parasite model. The new camera angle is also much better. However, I did get frustrated at not being able to rotate my field of view easily. Great sound and music! Really adds to the atmosphere.

Some issues: It seems being discovered on the first area crashes (freezes) the game. This did not happen in the second area. I was only greeted by a black screen when exiting the second area. So I'm not sure I saw the whole game.


Good job :)

Nice job on this one! I can see you spent a lot of effort improving on the previous version. I liked the variety of scenery on the different tracks. The game has a very authentic 90s arcade racer feel to it.

I would love to see some other cars on the track but understand that this is a whole new level of work to do. While in the original version, the car handling was slightly wonky,  I actually kind of liked it. It posed more of a challenge where the new version felt a little bit easy. Not that I was good enough to make the leaderboard anyway :)

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Fantastic game! Gave good sense of satisfaction for beating down enemies, some  controller throwing nostalgia upon dying, but enough incentive to get back up and keep pounding!

Not a bad little game. Found all the batteries, found the door, found the key but never found the door again :(

Awesome! Glad you got it working and hope you enjoy the game :)

Hi Paul, sorry you encountered this issue. Would you mind telling me what browser and OS you are using?