I was shocked at how simple, yet so complex the mechanics were. With just a simple constraint like managing your shots to avoid overheating, the game play was exponentially more engaging. Very well done!
Izaki
Creator of
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Thanks for your input.
The movement was based on old-school RPGs, and fit the design of the dungeon layout. Definitely a lot of the newer generation wouldn't be exactly used to it, I thought, but didn't think it would ruin the experience at all. Same applies to the BGM. Along with time constraints, the ambient noises seemed to fit the setting for what we had developed, asset-wise.
As for the theme, there are some deceitful dungeon designs here and there, but the "coup de grace" was saved for the end segment.
Thank you for your input! In hindsight, I definitely had some thought about adding a setting for interpolated movement. The "old school" feel we were trying to go for was similar to the retro dungeon crawlers like Might & Might, as well as Ultima. Apologies for the discomfort.
Either way, a respectable critique. Happy to hear you enjoyed it.
This was mine and my cousin's (Macintrash) first jam... The stressful part I noticed right away was just how many submissions we are all competing with! That and we are worried people don't have enough time to reach the ending for the "full effect" it has to offer.