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inferNull

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A member registered Mar 26, 2020 · View creator page →

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I spent so much time playing this I almost forgot to rate it before the jam ends lol! Great game! I found the best start for chapter 1 was 2 100 gold turrets and a canon, but I’m still trying to get through the last waves. Really fun!

The polish on the game is pretty insane, the shadows and light were done nicely, I liked the song, and I was intrigued by the story and memories all the way through.

Excellent!

Really well done! The first thing I did was goof up walk on the spikes. As soon as I figured out what I was doing I got the feeling it was a standard retro game. Well put together, especially how the music changes.

If I had to rank the powerups:

dash fireball shadow bolt idk aegis shield

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Was very happy to get this screen! Good work!

Very impressive! Excellent work!

I had fun with it! I liked being able to shoot fire diagonally.

I don’t mind showing you where I got the tutorial from but I remember it being a course that I paid for from humble a while back. I don’t know how much it would cost you, but I’ll look around where I found it for you.

Glad you enjoyed it and had fun!

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Yes.

RNG The RNG is based on when the game manager wakes, it will make a random seed based on the time on your pc clock.

In truth I originally made a rogue with a very different rng. The original minimap also had a humorous bug; the map was not north facing, but east facing, so all my code on it was a workaround. It was a simple room with 4 boolean walls, an array, and an algorithm to randomly deconstruct walls and an algorithm to find the exit.

However it was graphically bad to watch and I wasn’t satisfied with it, so I checked various tutorials, one of which directed me to a much more simple, but efficient algorithm to do it (It even directed me to kenny.nl for the spritesheet!) I fine-tuned it to my liking adding a few of my own twists on it until I was happy with it.

Initially the player was meant to start off with the map, but I wanted people to realize they could explore and pick up these treasures.

I don’t want to give away too much, but the treasures will randomly spawn (except the map is always spawned on the first floor.) The early floors are also very quick to explore and win. The reason I did this was because the early levels were meant to be tutorial levels. If the player wandered to the door first and wondered why it wasn’t working they should notice the keyhole on it. Then they go to the next room where they might encounter a few smallfry enemies. Then they see a map and pick it up and it explains the minimap function. Then they find the key and open the door.

I know, some treasures are much more op than others. I hope you got some joy out of it though.

It’s aesthetically pretty and well polished! Great work!

Space is unfortunately not possible. It didn’t mesh well with my webui build.

Yeah, I’ve been getting a couple of complaints on the controls.

Sorry. Hope you had fun with it though.

Glad you thought it was good. Sorry if the audio bugged you. Do you think the game was too loud/soft?

Glad you enjoyed it! Thank you for taking some time to play my game.

Sorry if the controls were too awkward for you. Glad you had fun though.

Thank you! Glad you had fun.

Glad you enjoyed it! Thanks for playing!

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Controller input doesn’t work? What gamepad are you using (xbox, playstation, custom, etc?) Did you click on the game before using the controller? And lastly what browser are you using?

It’s not a bad idea, in truth I had originally considered making it so that any collision would break invisibility (even picking up a coin) but I judged it too weak. Also, even if I wanted to, I can’t add new features since the jam is closed, the most I can do is fix bugs.

EDIT: Are you using the joystick to try to move the character?

The gamepad controls only use the d-pad and the south button

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I’m glad you enjoyed the game and played so thoroughly into the postgame.

Needing to use the mouse after the engagement when your invisibility gets removed is not expected behavior, and if it’s happening, it’s a bug.

Did you use “Z” to confirm or “A” on the controller for dialogue windows? Besides clicking the buttons, those are the only two ways it should be closing.

As per the gameplay, the invisibility treasure you got I judged was too op. I loved the effect too much to nerf it, but still didn’t want it to just make the game too sneaky. The enemies you encountered, as well as the slime swarms were meant to counter it and make approaching each empty room a bit nerve wracking and not as easy as the early levels.

And as much as I’d like to have added a few more things (I originally wanted to make a dragon on the 10th floor with some special abilities for a secret ending, it would have had its own last stand and summon some minions when it last stood and fled) I barely got what I wanted done and spent the day I was expected to take off and relax fixing a few game breaking bugs that never showed up in my earlier tests.

The only issue I had with your game was how I couldn’t both look at the jokes and focus on dodging the drinks!

I still had some fun, got a little past 20.

First, I do like how this game starts you out of danger so you can relax in the safe zone and test out the controls.

Second, the animations and overall gameplay is pretty fun. It’s sort of a fantasy themed bullet hell in a way.

Although it’s probably a bit too hardcore for me, I did have fun playing. I died 11 times trying to get past the second room.

Eventually I made it to the third room but I got quickly obliterated.

If you like roguelikes then feel free to check mine out.

https://infernull.itch.io/1-bit-descent

Thank you for the compliment! Believe it or not, my original scope was actually much much bigger! But I dropped quite a bit when I realized how unrealistic it was.

Wow, this was very impressive, graphically and mechanically. Gave me some warcraft 3 vibes honestly.

I managed to beat the first level on my last goblin standing but no matter how I tried I kept botching the second.

Excellent work, the few bugs I noticed weren’t much of an issue.

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Thank you!

Sorry if the controls were a bit too rigid, it’s tile based. I tried a few other ways, but the main character’s sprite and hitbox kept colliding with the walls and enemies in odd ways, and I ended up making it like that.

I’m glad you had fun though!

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Thank you for playing my game! I'm glad you enjoyed it. As for the chicken...

<details>

<summary>Chicken</summary>

Assuming you are on your last stand and you are about to be killed, the chicken will take the fatal blow for you. It's a single use treasure.

</details>

Loved the music choices for this, and graphically it was beautiful. I like how the other carts jitter about, as well as how smooth mine worked.

I couldn't figure out what I was doing wrong the first couple tries until I realized my goal wasn't to balance the snake, but to adjust his speed for the jumps.


The animations are fantastic! I managed 30 once but couldn't do it again.

I'm a sucker for physics like this. I had more fun than I should have playing with this.

I'm glad you enjoyed it! Thank you for playing my game, and again, thanks for the asset!

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Used in my entry for the Last Stand gamejam by gamedev.tv

I used 3 catchy retro songs. I also got feedback in my dms that I made good music choices.

Thank you for letting me use them.

Used in my entry for the Last Stand gamejam.

Thank you for the sfx, they worked well with the retro feel I intended to use for my game.

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Used in my entry for the Last Stand gamejam.


It's a really good retro font. Thank you for letting us devs use your asset!

Love the game design, I just found out about the cool jam. The monochromatic filter gives it a beauty despite its feeling of dread.

I do find this to be very fun! I will try to complete it! Good work, and I hope to play more by you!

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OK, it's fairly obvious she poisoned us.


First, she sends us in the bathroom to get a scissors when she has a knife, something you can point out to her. The goal is to get us out of the kitchen while she messes with the food.

Second, she has the antidote as soon as you start feeling unwell, almost like she planned it, possibly before you were even sucked into the game.

Third, what were the scissors even doing there? Who puts scissors in the bathroom? Was she cutting herself? I doubt it. I think the reason it's in the farthest room is to buy her some time.

Fourth, I have to point out the author made it clear, even if it looked like she was eating, her plate was full. So I'm guessing since we're in a game world, she can play an animation of eating, without actually eating.


I have to ask though... why did she mess with the food? I assume it's some method of keeping us permanently in her world? Dependent on her for survival, maybe?

The first floor worked great, but when the second floor started I ran into a bug where I couldn't continue. The bug was the enemy had 0 hp and I couldn't attack, but could be attacked.

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I don't think I can get this game to work. Game just won't start. I'm guessing it's because I'm on windows 11?


EDIT: Yeah, seems to be the case. I got it running by going into properties and compatibility shooter.