Skip to main content

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

Lucky_Laszlo

15
Posts
3
Followers
59
Following
A member registered Dec 06, 2020 · View creator page →

Creator of

Recent community posts

"Congratz, You saved Elena!"

My main gripe with the game is the too long combats. 
In the last biome before boss, an enemy got 400hp and I was doing ~10 damage per hit, so 40 hit * 5 enemy = 200 hit to clear the floor.
Maybe there is a gem to up the damage, but I didn't have the chance to find it.

Noticed a bug: With the "regen/defense per hit" stats, even a attack under 50% (no damage, so not really a hit) trigger the effect. You can spam attack with 1% of charge and regen all your life very fast for example.

Thanks you ! It's a nice feedback being able to see your playthrough, thanks for this too.

Congratulations, thanks for playing!

Nice to hear you are interested in further development of the game.

An update right after the jam votes close is already planned. It will mainly include bugfixes for monster behavior, sounds (important for ambiance as you mentioned) and some tweaks/QOL (like a retry button if you die).

Then, I will try to improve the game a little more with:

  • A proper interface/menu
  • Sanity system that I didn't have time to implement during the jam
  • Maybe, with the help of my two teammates, sprites adjustments and original soundtrack

After that, I want to continue experimenting in the Dungeon Crawler genre, but I don't know yet if that will take the form of an expansion to Cosmic Dreadnought or a different project.

The game feels just right, with all the essential elements to enjoy it implemented. It doesn't feel like any important feature is missing or has been rushed.

Strong theme implementation (Infinity/The Endless).

Some causes of death are pathetic in a fun way ("you stare at the bonfire for a century, good luck next time !")

The idea of the three fingers "Hand of God" that look like a chicken feet pleases me a lot, for some reason. Thanks you for this.

I didn't find a way to use the ring that make you blind. I supposed it could be useful to protect against the eyeballs, but it didn't seem to work, so I walked backwards to avoid their gaze.

Bug: After dying to the gaze of eyeball enemy, you still take damage at respawn with each rotate (Q/E) until you move (W/A/S/D). I assume the line of sight check is only done after a move.

(1 edit)

I failed on fourth floor. I will retry to actually finish the game later.

I really like the desperate feel the game give as you lost your characters one by one.
Solid implementation of the themes (Solitude + Cosmic Horror).

I was surprised to see that you could walk on some kind of invisible teleporter that move you elsewhere on the map. I assume its intentional, as this remind me of the sort of tricks you found in Dungeon Master. I managed to navigate the environment thanks to the automap, but if you choose to lose your mapper early, the teleport trick become really devilish. Mapper, my main character for sure.

Nice graphics. I liked the constant variations of the graphics, it bring life to the game, but also could become a little unpleasant after some time. Some adjustments would be necessary to be perfectly enjoyable.

I missed some feedbacks for looting. If I understand correctly, items are placed on the map but are invisible (like upstairs/downstairs) ? You only know there was some loot after you walked on it ? I like the classic tabletop RPG stats (3d6 for damage).

The save system and separate options for sounds/music is a very nice touch in a jam game.

From one azerty user to another, merci pour ce jeu, c'était bonne ambiance (˚3˚)~♪ .

I Liked the feedbacks on movements: the movement of your helmet/hud, camera movement when you hit a wall, ...

The combat/auto-aim system is pretty simple, but I like it even in this state.

MISSION_REPORT_END

I liked the exit teleporters that emit light, so you could see it from afar, even when partially hided behind a wall. This gives a pleasant feeling of “This way!”, and avoids the frustration of searching the exit for a long time.

It was nice to see a respawn system after the player death (not like in my submission where you have to restart the game manually...).

However, I didn't find the combat enjoyable. I think I figured it out after the initial confusion, but the lack of stats in the items tooltips, and the two-move (attack/heal) turn-based combat wasn't very interesting to me.

Even if it's not explicit in the game, I presume that you have already implemented several subsystems (like elemental resistances) which could be a good basis for a more interesting combat system.

Thanks for playing !

Misspelled indeed. Written in total panic during the last hour of the jam, and not in my native language at that :P

The flashlight is mostly useful in a late area of the level where there is no lights (one of the screenshots show it).

Ahahah yeah, the monsters AI is a mess. It's fixed now, ready for the post jam update.

Thank you for playing the game and for your comment.

Thanks for the feedback !

The level is not that big, but its easy to miss the exit, even when passing very close.

I agree, the movements could be improved. I will try with a sound effect first to see how it feels, and next I will probably try some smalls camera movements as you suggested.

Thanks you.

Missing sounds effect, fully agree with this.

A lot of idea regarding the crewmembers (and other mechanics) emerged during the jam, but ultimately the hardest part was properly managing the time allowed to implement what we wanted (we failed 🤡). This is my first game jam and I don't have much experience in game development, so I think I learned a lot for the next time I have to work under these kinds of time constraints.

Thanks for the review.

There are 3 types of party members.

Standard guy: No ability, just acts as a hit point.

Engineer: Open red doors.

Cultist "cool guy": Was supposed to be a modifier for the ending screen (cultist in your party: good ending, else: bad ending), but was not implemented. He's just a standard guy with different skin.


The flashlight does not affect monsters. A flashlight that attracts or repels certain monsters was considered, but not implemented.

We didn't have enough time to work on the sound and that's definitely a gap we want to fill next time.

Thanks for your dedication to completing the game despite the game breaking bugs !

I'm aware of the collision problems with the monsters. Dumb error, easy to fix, but I didn't notice it early enough du to lack of testing.

The music issue is similar, easy to do, but forget to make it loop in the final hours of the jam.

Its the first time i saw the out of bounds issue though. Your record will probably be helpful to investigate it, thanks for that :) .

With more time to work, a colorswap would be a nice addition indeed (maybe in post jam update).

Thanks you for trying the game and for the nice message, including the "proof of completion" password, its appreciated.

I'm glad you enjoyed it despite the bugs and rushed/missing features.

Right now i prepare a post jam update, fixing the bugs and maybe adding somes features with the help of my two mates.

I'm pretty new to gamedev, the jam was a good experience and I'm looking forward to do another project (probably another sort of dungeon crawler actually).

I'm curious to play your game, and will try to give you a feedback as complete as yours.

Actually yes, i added the horror tag to the game, thanks for the suggestion.