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Lambduck

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A member registered Jul 24, 2019 · View creator page →

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This is great! I got to stage 3, where I instantly died repeatedly, compared to the previous stages which I did broadly without missing a beat. I don't know if that's a me issue or a game issue. It sort of felt like maybe the song was going out of sync on stage 3? Again, could totally be me not understanding the mechanic.


The aesthetics are great, audio obviously good (although turning noise was too quiet compared to the stepping noise).

I'm pretty impressed with how well this works. I'm usually terrible at rhythm games. Great job!

That was quite fun to play! I love the sound effects. Think there's some problem with player alignment when the alien comes down from walls. Great job!

Nice presentation, other people have already mentioned controls.  Combat feels good, but player damage should have some feedback. Well done!

Nice volume slider! The presentation and story is great. Nice music!

I like the tv style of the  gameplay, but the left bit of the screen probably shouldn't just be used for knobs.

The stamina mechanic doesn't really make sense to me, it just meant I had to stand still for a while when it ran out. But, overall, great game!

I like the presentation and music! The sfx are good, but it's a bit hard to tell when you get hit. Thanks!

I like the classic style menu and general presentation. Good to see an options menu, but a volume slider would be nice. Impressive amount of stats and rpg mechanics for such a short period of time! I got stuck in the first room. I feel like I am very dumb. Usually I'd blame the game for this, but judging by the comments it looks like you're doing some proper classic dungeon crawlery stuff here... hey, I got to the trees! 

Unfortunately the gameplay is quite esoteric, so I'm going to leave it there. I quite like the presentation and the menus, and the music is nice too. Nice job!

Unfortunately, gameplay too unfinished to talk about.

However, the ambience and visuals were very good and the UI is nice and clean.

It's a very original concept! You've got good player feedback for their actions in the UI and the numbers counting down over obstacles is great. The menu is good. Maybe the speed of the cart should have affected the countdown timer until the next decision, so when a player starts to get overwhelmed the game adjusts itself to be slightly more forgiving.

Good job!

Nice music and cool presentation, I like having the controls hint button on the screen, that's very good. Would be nice to have an in-game volume slider!

Puzzle hints are a great idea! And the writing gave me a laugh.
The use of lighting really works great.
I think that it might be a good idea to make it so that you can turn all the way around to see where exactly the enemies around you are without stepping time forward. Then you can just bind a 'wait turn' key. That way the behaviour of the enemies is a bit more clear, and the player will understand why they die a bit better.
Short, but all the levels work great and over all it's a very robust experience! Great job!

I'm no expert, I literally found it out by implementing it and having someone who was watching my stream go "OH THAT MAKES ME FEEL SICK STOP". I changed it so that the turning was just linear, which seem to fix it. Something about the speed up and slow down of the movement doesn't work well for some people, I guess.

Great style, the music is catchy and the implementation of combat is very tight. Simple, but fun and impressively polished! However, the ending could have a little more fanfare ;)

The menu is good, but don't forget to credit yourself! Would be nice to have a volume slider.

Using lighting to differentiate environments is good. Combat is simple but functional. Good job!

Mork's Trial; Why even the title is inspiring. The cover art is enticing, the main menu is satisfyingly satisfying to navigate. Brilliant. But, none of us are perfect; where's the volume bar?!!?

The presentation is just like a classic rpg, I love it. The character designs are very unique, love them too.

I don't like the low frame-rate movement and turning. I assume it's an intentional style choice, but I think it distracts from everything else.

The variant textures on some of the walls really add to the ambience, as does the flickering lights, music and the limited colour palette. Very nice!

The boxes and barrels feel like they should be destructable. If they are, I couldn't work out how to destroy them.

I like how the strafing system is used as part of the combat. For the first couple levels, you can't get health potions, so to heal you have to level up. Maybe there should be something better to do with unused items than to drop them? Personally, I think the orc should be able to eat crossbows and axes for health. Healing options are very limited.

I got to the second level set, again very pretty. Unfortunately, I died soon after because I couldn't heal. For the purposes of a gamejam, I would have tried to shorten the whole game as much as possible and made sure players would be able to see all of your work, because I'm sure some people will have missed the second level set (and I suspect that I might be missing a third). That's not really criticism of the game itself though, since the pacing works fine.

All in all a strikingly competent and well polished experience, great feel and great art. Good job!

I like the graphical presentation. The UI and environment look quite nice. I don't like the way you've animated your movement and turning. The acceleration in the animation makes it susceptible to causing motion sickness for viewers. This is harder to notice when you're playing it or if you don't get motion sickness, but it's something I had to fix in mine.

I'm not a massive arachnophobe, but jeeze, the dead spiders looming out the dark is creepy as. Not necessarily a bad thing. Just creepy.

The combat is simple, but functional; obviously some audio or screen effects might make it feel a bit more satisfying. I love the exploration bonus for healing, it makes planning how you map out the maze a more interesting decision.

The game over screen is nice. I'll never know what the win screen was, because that creeps the heck out of me.

Overall, very complete feeling, well done!

Thank you so much!

Congratulations, this is the first game I've rated with a (working) volume slider! I'm so happy.

Frankly I love the style of the main menu, particularly the text, very no nonsense.

The combat system is quite interesting, it's a cool idea to let the player 'pick their doom' as it were.

I like being able to see the whole map, some of these jam games feel a little never-ending, so having a finite 'playing field' gives you something achievable.

Player feedback of health or amount of damage could be better, if the health was represented as a bar or if damage numbers flashed on the screen (-25) or something it might help that bit with knowing you're about to die. Personally I'm much too enamoured with the cards to look at the health number much.

The tab pushing is a little much, you might have been able to put a couple of these screens into the same menu. For instance, the stats page could probably have just been above health and hunger.

I quite like the presentation and style, the audio is generally quite good, and I like the score you get when you die.

Great job!

Thank you so much! It's great to hear you enjoyed it :)

Nice menu, although I would love to see a volume slider.

Good music and sound design, I like the combat sequence and the UI is very clean and functional.

The world design is very good, very unique style with the world curving away from you. The choices for the environment and the path keep the routes clear, but still visually appealing.

The controls are quite good, except perhaps holding 'w' could keep moving the character forward.

The sounds for all the monsters are quite charming.

The combat itself is rather repetitive, the simplicity of the system means that the monsters can't have much variety. You could add some visual numbers to the various systems - a player might start to worry when he sees the slime has +20 health compared to the frog. And again, if you showed the player exactly how much damage the enemy was doing to you, you could maybe begin to worry that those wasps are doing more damage than you expected! If you let the player see the numbers and start to do some of the maths in their head, then the combat can be much more exciting without getting much more complicated.

The upgrade path was nice and rewarding. Would have liked to see the cemetary enemies do more damage and the player be able to do more damage too, because it takes a bit long to do those battles.

...had a crash... good thing there's a SAVE SYSTEM! Nice. (think it was to do with loading the cemetary then going back to do the cave... yeah I just had another crash. Seems to happen if you load a level and then go back to the previous level and win a fight)

Unfortunately I couldn't progress past the cemetary because of the aforementioned crash. Shame!

Overall, generally good execution, everything is to a high standard and besides a few bugs a pleasant and enjoyable game!

Also, thanks for putting on the jam! Was a bunch of fun.

Kicking myself over the health bar, didn't even consider it because you could see the health remaining in the debug log XD

Thank you so much for the feedback!

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Pretty UI, good music, the gameplay is simple and intuitive and everything is finished to a high standard. The only things I can criticise are the lack of menus for quitting and volume, and that it's not an incredibly original spin on the dungeoncrawler genre. However, it is quite a good dungeoncrawler, and I could see it making a decent mobile game or something like that!

Good level design, love the UI design and the message log. Good tutorial, great that you can rebind keys. Turning up and down has a different animation that turning left or right (I think) and it feels a bit weird. Gameplay is good, but movement is a bit sticky, making evasion difficult. The waiting mechanic feels like a debug cheat, and I think the solution would be to make there be "charge points" or many more batteries.

Here are some less structured thoughts:

The barrier mechanic is cool. There is no UI for different sort of attacks, so I'm not sure what that's for. The environment makes it easy to get lost, but surprisingly I didn't. 

Great title animation and style. I'd love to see a volume slider! Great idea for a combat system, and really good player feedback for attacks. The music choice is good and fits the game, but it might have been nice to have a combat theme also. It's cool that there is a variety of environments. You've even got a level selector! Wow, you've got a very complete feeling experience. There are some glitches with the combat and input, but given the ambitiousness I think I can forgive that.

Cool design. Would be nice to have a volume slider! Great tutorial, really nice UI. The distorting  level is cool.

The start of the game is a little unfair, and I reached a checkpoint with one heart and was basically stuffed, so I didn't play the rest. Still an impressive submission given the time constraints!

Cool theme, the UI and graphics all tie in great. Actually got a tutorial. Crisp visuals.

Turning has a weird nonlinear effect on it which I have found makes viewers feel motion sick, but it's not obvious from playing it yourself or if you are not susceptible to motion sickness.

The movement is very unique. The sound effects are personally a little jarring, but it's good to see them.

The falling process seems a little unintentional due to a lack of player feedback, maybe there should be a scrabbling noise. All the items seem to be spheres, and I can't work out what to do. I assume this is some sort of bug, perhaps only in the online version.

...downloading...

...downloading...

Yes it was. Or maybe it was just the tutorial and I'm an idiot.

I've said this in other reviews, but I think random generation for a gamejam game is a little of a double edged sword, since you can't predict what the player will face and it's harder to make a polished experience. I came across multiple skeletons in one spot!

A map might be nice because of the labyrinthian dungeons.

It's a really cool concept, and visually very strong. Great job!

Lighting is very moody, but perhaps too dark because it made it difficult to see. Perhaps the player should have a light source? Also the torches are casting a big shadow where they probably shouldn't be.

Nice inventory system. Ambience isn't too loud, but it would be nice to have a volume slider. The highlight effect on the switches is good.

Combat is good, it responds properly and gives good player feedback. The variety of weapons is impressive, and I quite like the style, however the sword can clip through walls and when you turn with the sword the animation bugs (but I'm sure with more polish it'd be great).

It's clearly unfinished, but what is there is solid. The gameplay is confusing to try to understand what's going on and it lead to gameovers. It would have been nice to see some audio, but the fact you got a randomly generated dungeon working in the time is still very good!

Congratulations on being a browser submission which actually works... you magician, you!

Of all the games I've played so far, this one feels like it could be polished and worked on to make a really engaging browser game style thing.

Here are some notes:

Original idea, great opening cutscene, nice graphics and ui.

Impressive gameplay systems, works quite well. However, given the lack of polish it was perhaps a little ambitious for a gamejam. Then again, what's there is very impressive.

It's an interesting blend between dungeon crawlers and it reminds me a lot of Motherlode. Nice audio, great to have some writing and sfx for the 'voice emulation'. It gives the world character.

Cool visual effects, interesting to have the render settings in a menu. Couldn't work out how to turn the camera at first, might have been nice to have a more obvious tutorial. A volume slider would have been nice, it's very loud by default. Couldn't work out how to get out of the first room. Trying to click on the 'pages' item in the inventory didn't seem to work, it highlighted a different cell. Sorry I couldn't get further in, but it's still nice to get a taste of what you made.

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Becides the fact that "dungeoncrawlers in a shop" is a terribly unoriginal idea.. ;) 

Nice menu design, (could use a volume slider ;) ) funny loading screen. Movment is a bit jarring, sounds are jarring (but I like how they effectively work as a dreamscape type thing). The combat system is interesting, but the salesladies have perhaps too much health. Good voice acting, if a little repetetive. Effectively communicates the concept you wanted to, which is great! Well done, shame about the performance issues.

Nice voice acting!

Really interesting combat system which actually seemed to work quite well as far as gesture recognition goes.
I would have liked it if the game was more linear so that it was more easy to see what you have made, as it is it is quite obscure.

The graphical style is interesting. I liked it, but some people might not. The effects are cool. Tutorials should be in the game rather than in popups, but I'm sure you did that for a reason ;).

I liked the menu with that old-school introduction cinematic, very nostalgic.

Hell yeah, you've got a volume slider. However, it doesn't change the menu music, which is really loud. Still, the thought counts for something!

Interesting combat system, never seen anything done like that before!
Couldn't work it out the first time, then realised 'the correct button' meant the coloured ones. It would have been nice to be able to skip the introduction when you're playing through it again.

The random level generation is cool, but it gives up control over the pacing of the game. You can't precisely control how many enemies a player will have to deal with. I got a massive stack of enemies in a corridor!

The music could use some work, there are some glitches where it stops playing when it shouldn't, but it's nice to have a combat theme.

Some sort of automap could be useful to help with the navigation, especially with only one type of wall.

If there was some more player feedback, it could make the game feel a lot more substantial for little work, whereas now the game sometimes feels like it's animating "at you".

Really nice visual style, nice variety in environments, however could have used some detail in the environments to help with navigation, for instance your use of lighting transformed the level very cleverly to make the most out of a limited amount of textures which was great, but you could have used similar tricks to 'pull' the player towards the goals of each level. Unfortunately as it was, I  found myself staring at the map more than the areas around the player. Really impressive overall, had fun playing it!

Charming dialogue and impressive visuals. Text scroll could be faster or when you click it completed the text animation rather than skipping to next line.

The camera point of view is pointed downwards quite far, which I came across a similar problem when making my game. We increased the FOV of the camera a bit so you can still see what's on the floor.

The combat sequence is pretty cool, and impressive for the short time period. Monsters phasing through the floor when you kill them... well, it's a game jam!

The dice rolling on the screen is cool; the music transitions are also good.

It's good that combat is turn based, it especially works for a game jam where fumbling with a new game's systems can easily kill you through overwhelm-ment.

Having tile based random combat makes balancing difficult, but the upgrade system gives you a good way to play on!

Very nice visual presentation, nice UI and very pretty environment. Some more polish to controls and some bugfixes would improve the whole experience!

Hope you have as much fun playing this as we did making it!

We'd love to hear your comments!

Hope you have as much fun playing this as we did making it!

Please leave a comment!