Hey thanks for asking! I’ve thrown the CC0 1.0 license into the description, and a copy of it into the downloads. Hope that helps!
KPD
Creator of
Recent community posts
Loved this one! had to remap the controls: I think it would be preferable if the “checkmark” and “x” buttons instead showed whatever keys the user had them mapped to. would help users who didn’t remap, as shift and space are not standard inputs in my experience.
Loved the training events, though I found the speed one very difficult and never got better than 3rd. The green on the minigame bar matches the green of the ground, so it took a while for me to figure out how each game worked.
Overall great job, loved it. Huge accomplishment for the time frame too!
Thanks for playing! I realized towards the end that the only part of our game that didn't use the mouse was moving around the grid, so I added the context buttons pretty late in dev (and shortcuts to the dice rolls, so someone could potentially play exclusively keyboard or exclusively mouse). the game works great on phones now, which is a huge plus.
Thanks for playing! I'm not sure what bug you hit there, but the first floor should be identical for every playthrough (the monsters you slay determine the seed for the next floor), so I suspect (and some light testing confirms) that you should be able to consistently kill that first sword-holder every time. I wonder if some deeper bug is rearing its head here :(
it has been a while. moved beholdin' to fb for a while as mack and i sorted out leaderboard stuff & auth etc. with gdpr and general antipathy towards FB, i moved to GameSparks' basic Auth and here we are, back at itch! yay!
This build rotates between 2 map archetypes during the week. I'm currently shoring up some bugs, resisting scope creep and... ok mostly bugs this milestone. I'm hoping to attain public beta / early access within a few months.
Let me know what you dig and what stinks if you take it for a spin.