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katerberg

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A member registered Mar 03, 2020 · View creator page →

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Thanks for playing!
Hearing "I don't think much of this next one" means that the fact that you managed to play a few games of it still made me happy :D

bummer! I need to find a windows computer to test for the next one, but I guess this is the difficulty of game jams :(


thanks for trying it!

Never thought I'd get such a kind comment from the master!

Interesting! It loads fine for me on Firefox, Chrome, Safari and Arc on Mac OS.

What browser/OS combo are you using?

Feels like there's a fun game at the core of this, but it was so easy to just cheese out and I don't think there's a final level or anything. Still a cute idea and I had fun with breaking it :D

Fun little game! The enemies felt a little same-y to me, but the magic spells and having a limited spell list was very cool. The style of the game was also really pretty.

Neat game and the art is amazing. Shame it didn't get finished :(

Yeah, I felt pretty good about how to get runes, but not how to cash them in. It seemed like sometimes the fireball was available and sometimes it wasn't with the same number of runes, but things got pretty hot and heavy there!

The aesthetics are cute and the sound design is top notch.

I know this came out ages ago but I just found it and this is one of my favorite 7DRLs ever. Really excellent core concept that just plays so nicely and looks beautiful.

Love the idea of corpse exploitation! I had a hard time with the fact that mana was so limited and it really made it restrictive to actually use the cool abilities. I just wanted to be a cool necromancer, but I felt like I had to mostly just run around hiding/kiting.

Thanks for the fun game! The core mechanic is really interesting and made for a lot of fun strategy when bouncing around while trying to charge up my ability without getting hit.

I found it a little tricky on level 4+ to figure out what exactly allowed the abilities to trigger though. It seemed like sometimes it was having a critical mass of a certain rune, and other times being a certain number in a row, but I wasn't sure.

Great 7 day effort and I look forward to seeing where it goes later!

Glad you liked it! The sad part of these is always how much has to be cut to make the deadline. My trello board weeps.

Really polished and genuinely fun. Feels inspired by Hand of Fate's overmap, but the concept of the coins as decisions and story elements was wonderful. This is a game I'd pay money for.

Something is deeply charming about the insanity of the level design plus the absurdity of the emojis as the art.

The game play felt pretty standard, but the fun was there for a full run and there was enough going on in the background that I never got bored.

Cool idea!

Very ambitious but still had some roots of fun in there!


Also there is something really charming about finding an enemy and just mashing the arrow key as fast as possible so they don't get an action on you.

I'm glad you like it! It was a blast to make too.

The theme was adorable. The balance was pretty punishing (which is fine), but for a Binding of Isaac style game, I expected more item drops. I found that some runs I got 3 items on the first level and some I got 1, but it felt like it was a bit all over.


Enjoyed it quite a bit.

Oh, another suggestion that I forgot: Having the cards ordered so that "sell" effects are always after "play" effects would be helpful templating.


Similarly, always having a consistent order like "pay cost, damage, heal, draw" might make the cards more readable.

I had a blast and made it to 14 kills before dying using the "draw as many cards as possible" strategy which was really fun. Probably played for 2 hours at least.


This game hits me right in the genre that I love most, so thanks for making it.


Only suggestions (other than balancing) would be:

- allow keyboard controls like Slay the Spire so that I can hit 1,2,3,4 instead of the cards since my finger got tired on the trackpad

- allow more than 5 cards in hand or warn before doing something like using a draw 2 with 5 cards in hand. It was surprising in a disappointing way

- allow some way to permanently shred cards since the base cards and early cards end up cluttering the deck quite a bit. I understand that this might be intentional, but it was sad to pick early cards knowing that they'd be detrimental later

I loved the concept of the game, but I found the controls pretty jarringly hard, particularly with the time constraints. I wish I had better understanding of the combos as I was playing because I just felt like I didn't have time to process things for the first game. A more gracious learning curve might help, but also the real-time nature will probably make it hard eventually regardless (which isn't a bad thing!)

It seems like a fun concept! I wish that there was more level progression because I just  dumped money into the upgrades early and then it kinda felt like a grind without difficulty progression for the next 4-5 levels. I also found that the slime random movement felt cool at first (and looks neat) but was mostly annoying since they would move on top of me and I didn't feel like I had much need for control of my movements once I ran out of swords (which weren't really needed).


I love the core concept/theme of the game as a fun take on Moonlighter and I think it could be explored way more. Well done for 7 days!

Really cute animation and I loved all the jokes. The gameplay felt pretty odd since most of the game I just tried to keep my level low and killing enemies mostly didn't help. The level progression also seemed to have no impact.

I'm not sure why pushing is good or bad, or why sometimes boxes can't move.


Overall doesn't really feel finished, but has some nice elements.


There is something horrifyingly cannibalistic about a tomato eating tomato slices though!

This is smart! I didn't notice it but I also tend to fly through instructions faster than I should probably.

I like the current oath situation as one of some mystery. It seems like the game is telling me that I should try to not hit anything until the final boss if possible, which just seems pretty tricky!

This is such a tight and cute game. I agree it was pretty easy, and wish there was more of a progression beyond just learning enemy moves.

That being said, the game was beautiful and engaging to the point that I didn't think about this until I won on the first play through. Really well done!

Fun little space shooter that is right in my wheelhouse since I love Endless Sky. It has a much harder learning slope than most of these kinds of games and enemies come in fast! I wanted more breathing room to explore the world and get my ship the way I wanted since even the little enemies were pretty lethal to me as a newbie.

Seems super interesting, but trying to play in a browser is pretty hard, at least on a Mac since it's limited to 800px so it's just *very* small and I have old-man eyes.

Such a cool concept, especially on as limited a system as a PICO8. Being able to see a preview of the next level with drop-through location is going to have me thinking for a long time.

I do wish that there were more of a progression and a "win" concept, but this is such a good result for a 7DRL.

Fun and clearly gorgeous. I wasn't very good at it and I felt myself in the "I can never spend an item because I might need it later" problem a lot, but I think this could be a great game for people who enjoy the puzzle aspect of stealth games.

The game felt nice and the aesthetics are gorgeous, even down to the music. I didn't know what I was doing for a fair amount of it, and definitely felt bad always breaking my vows, particularly because I didn't know how to avoid it.

I also just always got wrecked by the first boss, so I'm probably doing something wrong.

Can't help the feeling that I'm missing quite a bit because it seems nicely crafted but I got stuck a little.

Nice little real time game. Not too complicated, and some of the level jumps are jarring, but it is a great simple real time rogue.

Really easy to understand, fun to play, and has depth to it! Only suggestion would be to make the first few levels a little faster since they are repetitive once you know all the monsters.

Yeah, it seems like the core was good, but this experience really taught me a lot about the limits of a browser-based mobile game.

It tends to perform well on wifi connections, but lag is very real given the way it's all set-up and the hardware it's on. Overall not ideal, but it was a fun experiment. Thanks for trying it out!

I had lots of fun and finally won on Easy. The movement is so responsive that it's fun to just kite around, but the weapons add a fun choice element.

Fun little game! The animation definitely helped me understand the pathing. It did seem a little easy once I got the hang, but it could be that armor is just very good. The time pressure could maybe ramp up to make it feel like I had urgency since my armor managed to tank all of the "damage coming in X turns".

Still a fun concept and well implemented!

Cool concept. For some reason it just stopped after level 4 and I never figured out if the pick-ups mattered since Q seemed not to work for me.

for me the part that confused me was which enemies I should care about or how much they’d deal. I probably just need to pay better attention to the log!

Enjoyed the concept a lot! It was a little hard for me to figure out how to get mana production going and it seemed like I lost all my mana every level, but I can imagine getting a fun engine going if I got better at it.

Level size is definitely big right now. As with every 7DRL, we had grand plans and ended up not having time to do everything.

Since it's stealth-based but lets you switch to loud running, it's hard to decide what "too slow" is for move speed, but I sympathize with the long corridor walks issue.