Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Jemaj

17
Posts
6
Followers
3
Following
A member registered Sep 05, 2023 · View creator page →

Creator of

Recent community posts

Alrighty, I actually got around to playing it! :D I haven't the best skills at giving feedback, but after getting some very useful feedback recently I gotta try and pass the favor around right?

(Note: I skipped the tutorial, but for the most part I think I figured out everything)

The gameplay is very solid, and the animon passives and active attacks are promising from what I've seen. There are some concerns I have with how well certain animons scale, Difdagua and the starter dog seem loads stronger than say the fire fox or the little water dragon/lizard. If there are means to upgrade certain passives, or if some of them scale with level, I believe that would bring some balance. (The water dragon/lizard can revive dead animons if he gets hit, might be a bug?)

Bindshards should have a 100% chance to be in shops, I was looking to capture something new and left with a bunch of soda and coffee. It would be great to see your current capture chance as well. The red bindshard also did not appear in my inventory after I bought one.

The dice system is really neat overall, and makes the combat quite a different flavor than usual. Being able to partially charge a skill is great. I was only able to change one of my die's element, unsure if that's intentional, but judging from the screenshots... I might be a noob. I feel there should be more incentive to picking the dice upgrade over getting a new dice

The difficulty eased up after the first boss. Partially from the extra dice being quite powerful, and partially because of the insane damage the first boss can do compared to what's after him. Finding a heal skill is another large power boost. Currently, it looks a lot better to focus strengthening a single animon than trying to have multiple. Not necessarily a bad thing, just a thought.

I cleared the final area (Gorgon/Medusa thingy) with a silly double slap strat, using the starter dog's passive to reroll 1D4s and using double slap whenever it procced. I would get another reroll with each double, which may be a wee bit overpowered. The boss is also bugged, if it uses Parasite the game is softlocked (no animation plays, and no attack effect every occurs), so I am very grateful for the save system you have in place!

Very minor visual issue: the red hair trainer stands above their shadow lol


Now for some UI bugs/grievances. I once clicked the sticker album, and it prevented me from clicking or selecting anything else. During battles, there is some weird behavior with arrow keys which require some mouse intervention to fix, mostly experienced with the 4th attack slot (it is at least good there is a means to fix it as a player). During the Gorgon fight, I discovered you can click Party and Inventory during the enemy turn, could be related to the softlock bug but I figured it was worth mentioning. 

Out of battle, clicking on nodes to select them can result in moving backwards or redoing a node. Additionally, I couldn't use the mouse to go to the next node. 


Overall, fun game and I will 'watch your career with great interest!'

Definitely some potential here! A map or smaller floors I think would be the biggest improvement to make to this version, though given this is an old version you may be ahead of that already. Still cool though, would play again.

Yo, saw you post in JuniperDev's discord server and got around to playing it. Pretty epic first game, controls smoothly and fun main mechanic! I got 12 frog medals, dunno if that's good lol.

One little feedback, the race countdown starts before you close the dialogue. It didn't cause any problems, just felt I should point it out

Randomly stumbled across this, it's some great stuff!

I only made it to level 10 apparently, but difficulty/complexity progression felt really good.

I gave it another shot, had way more fun than I expected to. Got a score of 21200 and survived for 3:37 once I got the hang of it. Definitely weird to wield it effectively.

Only complaint is that the background color is a little hard on my eyes, so yeah, good job overall!

Glad you liked it! The lack of weapon descriptions was a risky move, though it was intentional. I'll figure out a middle ground/solution soon.

Weapon descriptions are a good idea, I'll add them after the jam!

Dang, color coding the weapon sprites is a good idea. If I work on the game after the jam, I'll definitely do that and add weapon descriptions

Came back to play the update, good stuff! Really like the new way of throwing bombs.


Found a silly bug too. If you die and sit still for a bit, you can die again.

Ah, still a valid complaint since I didn't put that in the description. Anyway, thanks for playing!

Weird to jump... was it an issue with landing on blocks that had 1 hit left? Or was it too hard to jump the right height? Wonky physics? Of course, no pressure or anything, just a little excited to get some feedback!

There seems to be a little issue with the 4th level where I'm getting killed by a white space.

Pretty solid, though I must say I found it more relaxing than enraging

Pretty fun, ended with 1100 points on a second attempt. The last level decimated my score on the first attempt haha

Hey, pretty interesting take on the theme! Love the artstyle and dialogue, too.

I beat level 4, but I was completely lost when the numbers appeared on the floor.

Pretty cool, by no means bad, I just feel it gets hard too quickly.