Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lmncf

14
Posts
15
Followers
7
Following
A member registered Feb 22, 2019 · View creator page →

Creator of

Recent community posts

Should the repo contain the full game, not only the code but the models / sprites / audio files etc? If yes, what if I use third party assets (I suppose it's not prohibited)? If I were to join the jam, I would use audio assets. 

Appreciate your feedback, hope you'll enjoy future builds as well!

I understand your wish for an "Archtower-like" game, but my game wasn't really inspired by Archtower, despite the fact they look similar. I wanted to create a slow paced combat in particular, which may just not be your favorite type of gameplay. Anyway, the combat will change in the next builds, with more tweaks and new features added. Thank you for the feedback!

It's nice to hear you enjoy the combat. Thank you for the feedback, see ya next DD!

Yeah, UI is a bit of a mess right now. Never tested the game at your resolution, that's why it's broken. I'll deal with it. Thank you for your feedback!

They have an exit, you have to find a ladder. In the future build I'll make it easier to find.

I'll improve combat for sure, see you next DD!

Thank you for the review, see you next DD!

(1 edit)

Wow, I'm pleasantly surprised to see so many reviews from you. I have to say, I appreciate your feedback and I 100% agree with all your criticisms, especially regarding the combat.
The next DD build will be even better (I hope lol).

>ut the mix of nearest and linear filtering looks weird.
It was on purpose >.< I had the idea to make everything interactable sharp and non-interactable blurry. Thank you for the helpful feedback.

Thanks for the feedback. You are right, the gameplay is quite bare-bones now and will be updated in the future. 

Thank you for the feedback! 
>Lean into either slower, higher stake combat with less enemies and maybe add an evade/block (soulslike), or faster paced lower stake combat (boomer shooter)
The former fits better to the final game I have in plans, I'm not sure yet through, still testing stuff. Also yeah, the balance will change radically as I plan to add more utility actions such as shield block, parry, dodge, ranged weapons, etc.

Thank you for such detailed review!
Yes, you're right, the yellow thing is supposed to indicate the speed of the weapon (the bigger the value is, the faster you charge the attack). I'll definitely improve the UI in future updates.
>Is it bugged?
I suppose not. Poison dagger should apply poison when you either charge your attack to maximum or you attack within the "crit" range (the red field on the charge bar).  The effect is also barely noticeable tho. I'll check it anyway.
Glad to hear you liked it!

Glad you liked it :0