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Luddite_Games

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A member registered Mar 25, 2024 · View creator page →

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Oh, hey! I haven't actually gotten any feedback from the Patreon build yet, so this is super welcome. I'll try to address these points in order:

Orc invisibility:
Thanks for pointing this one out. Silly oversight on my part. It had to do with the body of the orc being "shared" across all the other orcs on the level, rather than individual. So one died, turned invisible, and all the others did too. Easy fix.

Inventory bug: Keeps me up at night. I'll hunt that white whale though.

And, agh, sorry about that end-of-content softlock. It must be missing some flag. Normally those reset you, ending the run. And, even worse, you're absolutely right.
Ending the run after having opened that key door would've unlocked the sorceress start. There's not a mountain of content hidden there right now, so I wouldn't stress about trying to do it again. But you would've gotten to start new runs of the game with some different default cards and different starter gear.

Final point: Game-Overs
Uh, yeah. I'm actually pretty receptive to this one. By and large, I tend to prefer making content part of the gameplay. Making people have to lose to discover new scenes (outside of roguelike long-term meta progression I mean) is something I kind of dislike. But maybe some stuff on a per-stage basis would be a good inclusion. Either way, I want to touch up the tutorial & game-over screens a bit.


Anyways, thanks for the feedback & for playing.

~Ludd

Hey! This question actually just came up on the Discord too, so I'll just copy the response from there since it's kind of long (but I think it deserves an answer)

I'd love to. The way it's come together though, probably just going to be minor character edits for the priestess, sorceress, & paladin. It's mostly an issue with how the card-animations work. Having to 1:1 all those to a male protag (to the extent that that's even possible for a lot of the stuff planned)
Theoretically possible. Just, yaknow, a huge & down-the-line-multiplicatively-difficult increase in the workload.
More broadly though, I, don't feel the need to make every game serve everyone? Not that I don't want everyone to have something here. But I'm somewhat of the opinion that, insofar as it makes sense to each game, that it's doing the best it can to appeal to the people it's trying to appeal to. We've got games for people who like sissy male, preg, I've got something in the works for the furries (even got something spooky for Halloween, come October, shhhh...). When I was thinking about the theming I wanted for Black Dungeon, I had my eye mostly on anime/hentai dungeon-exploration tropes.

Hey, thanks for all the great feedback. Much appreciated. 

The skeleton lich is absolutely not balanced. I put it on a really low chance to pop up as something of a secret elite enemy that shows off some experimental mechanics. Even then, I should probably take it out until the whole thing becomes a bit less frustrating. Putting the ritual in hand, rather than in-deck would probably work to that end.


And apologies about the apparent inventory bug. There's ~1-2 bugs that I know about but that have proved difficult to test for in regular play. Mana-pool inconsistency and a rare inventory slot bug are on the list, but I still haven't completely narrowed down yet. I'll get them sooner or later, but they haven't come up in play too often yet. Thanks for highlighting the issue though.

Glad you enjoyed the current build. Stay tuned, I'll get things shaped up.

Hey. The android download was a zipped file with the APK in it. For ease of access, I've just added the APK instead. For the size difference, this should be easy enough for people.

Well it could impact who your friends end up with. And there's also other content that gets influenced by game state. But I hear you

Oh wow. Yeah, good on you if you got past the elves without shielding though. My suggestion for the tentacles is going to be the fragmentation cannon upgrade for your ship. It's the opposite of your starter gun: worthless against shields, great against hull.


The in-game hints for this aren't super clear right now, so next update I hope to throw more upgrade UI clarity into the drydock.

Thanks! And, that should be super doable. But it will take a bit of reworking for how animations/dialogue operates down the line. So probably a ways away.

Oh hey, always nice to see PJ players & thanks for playing. At the moment, development of that is on hold. I've gone over some reasons for why in the Discord. If there's a lot of interest in more of that project, I could see further development on it. But I like to think current & future games improve on the gameplay loops of the existing titles.

Censoring could be an added pixel filter over NSFW scenes, sure. 


But you've got me curious now. What was the speedrun tech?

Thanks. I've been getting a decent amount of moveset/attack feedback and, yeah. For a 3D platformer, the attacks are very static. Going to be rolling out a redone set of character actions with the next update.

Crashing is an issue, but the concept was novel & fun

Execution of a vampire-survivors game is so challenging, it's amazing this got to the state it has through the scope of the jam. Definitely still needs work done, but the only thing that made me upset was that I hadn't thought of this myself.

Charming and made with Godot? Love the concept, and the execution was great as well.


A pain point for me though was the lack of saving/loading. For the slow rate of progression, the game forgetting that I'd ever played if I put it down for a moment is a little disheartening. Also, since there is a music slider, some sfx and/or background music would be nice.


Overall though, an unexpected delight in the Jam. Great job.

Great to see a platformer! Very promising art too. A couple things I think could be improved on this one are some of the character control/movement things though. The lack of I-frames is a big one. If you take damage, you will continue to take damage every frame. This is compounded by some jumps seemingly being impossible without taking damage.

Another pain point was the attack. It seems to default to attacking to the right, even if the character is facing left. Only if the character is moving left will it attack left. An upward/jump attack would also be nice, seeing how most enemies are flying.

But, overall, the art style was very charming & a gamemaker platformer in the Jam was a breath of fresh air. Great for a first game!

Great UI! Mechanically, I feel like it would be a much stronger game if a 0.01 multiplier was added to the NPC progression though. As-is I barely have enough time to click on a character and give them an upgrade before they max out & are deleted. Given how fast the game autoplays through itself (I think maybe 2-3 minutes for me), trying to do the (I think upgrades) for the speed of NPC progress just didn't make sense for me. By the last 1/2 of the game, I was just clicking random stuff as characters appeared and got deleted, without feeling like my choices mattered at all.


There's something really good here, I think. But I wasn't able to experience it, based on how arbitrarily fast the game played through itself before I could do anything.

Hi, thanks for playing the game! Reposting from the main game page:

As the preggopixels game jam deadline ends tomorrow, stages that are unfinished have had to be cut from the release build in favor of polishing off things that are actually in game. The lever mentioned by NPCs can't be purchased yet, as its only purpose is to open up the next zone of the game. Other NPCs should have a few more dialogue trees, depending on how many times you've met them/whether or not you're pregnant. But if you want to head down to the mines you'll just have to stay tuned with development!

Progress on the mines stage has been coming along nicely but, it still requires a great deal more work + new slates of enemies to fill it out. Far more than is going to be met before the deadline.

Hi! Nice job getting through so quickly. As the preggopixels game jam deadline ends tomorrow, stages that are unfinished have had to be cut from the release build in favor of polishing off things that are actually in game.

The lever mentioned by NPCs can't be purchased yet, as its only purpose is to open up the next zone of the game. Other NPCs should have a few more dialogue trees, depending on how many times you've met them/whether or not you're pregnant. But if you want to head down to the mines you'll just have to stay tuned with development!

Thanks again for playing.