Thank you!
Gerald Burke
Creator of
Recent community posts
I got to level 21. I decided to look at source to see where the ending was. That's when I saw the note in the readme to not jump. Of course, that's the first thing I did. I'm pretty sure I threw myself off the map, but it's hard to tell in the dark. The cooldown on the light orbs felt just a hair too long. About halfway through I realized the maze and sky were different enough that I could navigate the maze without the light. Very clever and I love to see good procgen for mazes. Great submission!
This is an absolutely excellent first attempt. The game was a lot of fun and challenging without feeling unfair. That last level in particular was a doozy. I figured out what I had to do very quickly, but it took practice to be able to pull it off. Those are signs of good design. If you saw my first attempt at game development, you would feel a lot better about this. This was great and I really hope you keep going!
I absolutely loved this. The worldbuilding was subtle, the flavor text was visceral and impactful. The sound effects and lighting played so well into the atmosphere. I was convinced at every turn that I would run into the big bad. Dark, gritty, and fits the theme perfectly. I would love to see a more fleshed out version of this. Great job!
So glad you finished this. Disorienting, claustrophobic, terrifying. This was fantastic. I'm honestly going to put some more time into getting to the bottom of this one after I've rated the other games. The controls are difficult, but smart, and they work well with the game. I very much felt like I was fumbling in the dark. Best game I've played so far and will be hard to beat.
I think you're on track to get something pretty neat going. I made a list of notes while playing, and I'll go ahead and share them below.
Upgrade tree wasn't super obvious
Most of the resources don't feel super useful in the greater context
Encouraging bots is not great and the related objectives feel tedious
Some of the objectives seemed impossible based on the map specs
Some of the location perks aren't immediately obvious by the tile. Maybe a tooltip could help.
Building box didn't fit neatly within screen, selecting a building space close to the edge made it impossible to close window
I didn't really get a lot of strategy and after a couple hours of letting it run in the background while I worked, I switched it off.
To begin, I enjoyed the PS1 aesthetic. I also thought it was interesting to implement a JRPG style turn based combat system. As a matter of fact, from art to sound it very much had a JRPG feel to it. In that way, it reminds me of Shin Megami Tensei.
The inventory system confused me a little. I tried to use a health item I picked up after a fight and it was discarded. It was only after that I saw the sign that said selecting an item discards it. Felt a bit counterintuitive to me.
With the combat, I appreciate what you were going for with the "Last Resort" combat option, but the problem comes when you pick up a bunch of shields and then you have to sit and block attack after attack until the option opens up. This can take a while if you have a lot of shields.
I think there could be a way to beat it, but I wasn't able to myself. I think the weapon durability and the lack of a melee option really got in the way.
Altogether, very good entry, though.