See this is what you supposed to do _before_ the jam, as you can prepare your tools and engine in advance according to the rules
So that you can concentrate on actually making a game withing the limited time frame
Not too bad for a first game, and finished within 3 days too
There is a lot you can do to make gameplay feel better and have more urgency, for example limit range of player's attack, right now its infinite(if you can see them, you can damage them). Another suggestion would be to have it as a projectile with traveltime, and not as a hitscan as it currently is
good / 5
Good game, I didn't have time to play it to the end, but from what I've seen so far it deserves a decent score.
You even incorporated some 'place rock on the platform' puzzles, which is always nice to see in the game of this genre
I wish there would be a minimap, bc the level is a labirinth, but it's not a requirement
it's good / 5
Unfortunately I couldn't get far, as I ended up stuck inside a door
As already mentioned, this uppears to be a debug build which could explain some of the performance problems
I also run into a bug where my character was placed on the edge between 2 grid squares, which made me collide with stuff in what I assume was an unintended way.
Otherwise graphics and sound were good and fitting each other, and from what little I could experience of combat it has just enough tactical depth to be engaging.
somehow it doesn't crash/5
Its a roguelite with meta-progression. I honestly haven't noticed this aspect of the game immediately, you have to put it into the description or something.
Battle system is just broken, monsters don't dissapear on death and also don't do any visible damage to the player.
But you can still die to them, so I guess HP of the player is properly tracked and updated, it's just the visual display that is bugged?
It is hard to move just to the adjacent square, you have to tap the key fairly fast to do it. Which makes the movement hard to control precisely.
random dungeon generation is fine and works. Music is a little bit repetitive for me, but its just a personal preference
It just works/5
My main problem with the game is that monsters attack way to fast, it is almost impossible to avoid to get hit. The only way to do so seems to be attacking when they are still in the middle of their "moving to the next square" animation, which is also extremely short so this method is not very reliable as well.
For anyone with less than perfect reflexes this is hell.
Stylistically it is nice.
Thanks for trying it out!
The window should close if you click outside of it. I should have made it better perhaps, but this logic was a last minute change(previously it closed if you moved away, but then my concern was that if one maps movement to the numpad keys, this could interfere with inputting numbers into the textbox, so I had to make this change)
May be I will play this again later, but for now it's just hard to understand what's going on sometimes.
The first area where you have to cut a tree - I have no idea how I actually passed it. Do you have to click a specific area with an axe? Is it just that it takes many hits to do it? Without any kind of feedback it's kinda hard to tell
I missed strafing to left and right when it comes to controls. Also the grid squares are a bit too small for my liking, but I've seen jam entries with smaller grid cells.
I ran into a strange map bug where your location on map and the world were desynced. Since it seems that map is drawn for you in realtime and not just revealed from a preexisting image, it resulted in something like 2 different maps overlapping each other, one of them displaced
Also I died to something on the very first dungeon level, no idea what it was. If there are monsters, I haven't seen them yet
great environment and immersion / 5
Movement feels nice, even if a bit slow. Turning could be a bit faster.
I could only finish the tutorial area before the first monster in the next level killed me. And I was using the good equipment too(I think). The UI is a bit unclear, I can only assume that the big list of items in the center is the inventory and the list on the right side of it is what's equipped
I wont list any bugs here, Im sure you know all about them
I found battles to be very confusing. I don't see HP of enemies, I have almost no idea if my attacks hit and if not - why. Just having a simple (RichText)Label wrapped in a ScrollContainer somewhere on the screen and outputting text to it for a simple combat log would improve user experience by a lot.
at least its playable/5
A short and simple game.
Movement is fast enough, but the turning around is very slow. It also doesn't queue movement commands, which is considered to be a nice-to-have feature in a dungeon crawler and is quite easy to implement
Besides this I don't see any negatives, but also not many positives, the game just doesn't show enough content to score one way or the other. It covers all the requirements stipulated by rules of the jam, but also doesn't do anything to go beyond them.
just good enough/5
Nice short game, took me about 10 minutes to finish
Music and the artstyle is fitting the theme.
+ for having different transition speeds in the settings, and also supporting instant movement
Godot also has a nice InputMap singleton that could be used to implement input remapping rather easily, would be another +
I didn't like evil eyes enemy attacking me diagonally, but it's just my preference.
Also camera is either placed very close to the forward edge, or has low FoV
solid entry / 5
Thanks for giving it a try! I saw your playthrough on the stream, don't have much to add here
The windows protects you from "strange" executables. As far as I know the algorithm is something like this:
1. If the executable is digitally signed, Windows assumes its from a good source and doesn't complain. Otherwise
2. It checks with microsoft's servers how many other people run the same file. If its less than some threshold, it will complain about possibly dangerous content.
And yes, I don't have a dev certificate to sign my files. Those aren't free last time I checked
Thanks for giving it a go!
The controls and movement (as well as other mechanics) were inspired by Legend of Grimrock games where you also do a lot of stuff with left mouse button, so I didn't expect this to be so controversial to be honest. I guess I will know better for the next year, if I decide to participate again
oh and FYI the link on the game page is broken, the working link is https://monogame.net/api/Microsoft.Xna.Framework.Input.Keys.html