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mizudo

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A member registered Apr 22, 2024 · View creator page →

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感谢评价!玩的开心就好 :)

No we do not mind! We use Godot, but we don't intend on supporting the game on multiple platforms, apologies!

Wow! What a great set of feedback, very appreciated.

  • There should be a very specific shapeshifter that drops a specific golden tusk. It's definitely our miss that it's not distinguishable though.
  • You can actually right click on an item to move them around. But swap is something we're missing for sure. No real explanation for it, just we wanted wrap things up and move onto the next project so swap was considered non-essential. 
  • Yeah, we talked about it. But we felt the calculations might be too much for an auto-battler. There are also a lot of mobs, which makes deciding whether to attack a monster a chore.
  • Agreed; we also talked about the ending a bit. Again, we just wanted to wrap things up - it was a 2 weeks project turned 4 months and we wanted to start a new project.
  • Correct there are no way to store items; its a deliberate design choice - there are loads of powerful items in the game and we'd like the player to choose what to keep.
  • Wow good observation! Yeah the asylum thing is just a visual trick. There is no conditional programming.
  • I will let our UX designer know
  • It's intended, but not how you imagined. If your mind is too low, you'll get a debuff called Fractured Mind. You'll be able to see ghosts and special NPCs when you're in this state.
  • All characters are marked. Hover over them with your mouse and you'll see tags like NPC or ENEMY

Hopefully I've answered all of your questions!

Thank you for the comment, means a lot to us <3

Glad to hear that you've enjoyed our little project! You're right, we've done a retro on the project and also believe the ending could've used more work. Thank you for the feedback!

Thanks for playing! Glad to hear that you've enjoyed our little game!

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Thank you! We're glad that you've enjoyed our little game :)

The enemy spawn rate has been a constant complain - so I've decided to lower it a bit.

Also playing a different song at the end of the game is a great idea - we'll shop around and update that :D

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Thanks for the feedback. Give the newest build a shot - it should now support your resolution. But be warned - we originally designed the game around 1080p only, so you'll get some unintended behavior with the graphics. The game is still fully playable though!

Thanks for the feedback. If you try the newest build, the hero should reset after a restart of the game. It's by no mean a perfect fix, but it should unblock you until I have time to properly sit down and debug. Apologies for the inconvenience!

Thank you very much for the encouragement! We are planning on releasing it on steam later this week/next week.

Haha yeah we're definitely having some balancing issues. Congrats on getting to the 36th floor though!

When I saw only up, I thought nothing would happen the first time I fell to the ground. Then blood spilled out and I stood up as if nothing happened. Cracked me up haha. 

Fun game, as many have already mentioned, very impressive that this was done in just a 4 day period. Well done!

That was very relaxing. I can see how the mechanisms would expand further, even though what you have right now is a bit short. There's definitely some potential here. Keep up the good work!

Yoo I learned Godot by following your course on Udemy. Awesome stuff!

Fun game! Pretty sure this is the single most polished and well balanced rogue-like that I've played thus far in the Jam. It is also very cool to see a very distinctive identity between the three sizes yet still keep the combat so fluid and seamless. Great game.

My god. Am I really playing a Jam game? Full menu screen, detailed tutorials, complex puzzles (multiples of them) and even a hub area. Very atmospheric too. There's just so much packed into this game that its hard to believe it's done in 4 days. I don't think I can provide a lot of meaningful feedback, but maybe consider looking into different difficulty curves. Having a hub area is super cool, but it was a bit confusing where to go first (maybe it didn't matter?). 

This really blew my mind; it already feels like a paid game lol.

The polish and the atmosphere of this game is absurd. Amazing game.

Cool game! Very interesting mechanic; I really dig that. I think this is one of the best platformers involving resizing mechanics in the jam, as you've dug a bit deeper to incorporate the resizing into jumping as well. Also love the idea of having secrets in levels, these are in my opinion the cornerstones of a great game. Nicely done!

Cute game! No complains other than the fact that there are no walls behind the starting point - when I got the cheese back, I dashed off the floor and fell into the abyss haha. 

Cute game! I especially like the fact that you've included some extra content/challenge in the levels. That's usually what really make a game go from good to great. Nicely done!

Very cool game! I enjoyed the visual style, first 2.5d i've played during this jam. I also enjoyed the mechanics; they were all very interesting and lays a great foundation for more levels.

One issue that i had was for the triangular ruler, the controls were kind of intuitive for me. I also flew it out of the screen, but because the controls were unintuitive to me I couldnt get it back LOL. Maybe either have a screen sized collision or have the ability to call the triangle back with a button press!

Very cool game! The monkey asset and the art style actually gave me some creeps; this may work really well as a premise of a virus game with a hint of horror, such as Doki Doki Literature Club! or Do Not Feed the Monkeys. Really good work, hope to see it as a complete game!

Interesting choice of design! I liked how distinct each character is and what they bring to the table. Making the platforming process way more interesting. Nice game!

Very cool game! Everything felt super polished. The gameplay felt very satisfying, and the reward cards were very well designed. I can see hints of possible different routes that path the way to victory, which really adds to the replay value of the game. My only suggestion would be to maybe add some juice to the game. Maybe size up the dragon just by 5-10% when hovered, and shake the screen or the crafting window a tiny bit when crafting is completed (you've already added the hammer sound, so why not?). I think these would really add great value to the overall feel. But overall, amazing game, had loads of fun!

Thanks for the review. Slay the Spire was extremely influential to me so it means a lot when people compare us to that game.

Regarding your notes: Yes that was intended. It is precisely to prevent people from simply shrinking down a particular part without a lot of thought. Though the execution should've been better, as it'd require pixel perfect mouse detection. The obvious limitation to that was the time constraint of the Jam. 

Regarding the torso - I did try to design the body parts such that the most optimal strategy is not always going for the torso right away. A destroyed bodypart will not only reduce the torso's health by 20% of its max hp, but will reduce the overall attack of the enemy.  I think in the early stages in the game, it's vital to keep your own health high so that you can get some of the attributes rolling. The game's balance is completely off though, there are cases where player can achieve infinite floors as they scale faster than enemies. So this is definitely a "solved game" (though very much unintended) with an optimal strat, but I don't think "always attack torso" is it.

Thanks again for the feedback and the opportunity to discuss game design in such an open arena :)

Yeah you're right. We tried to hide it in the first level only, but it's not obvious enough that most people miss it. Thank you for the feedback.

Wow being compared to Slay the Spire is not something I anticipated. Big compliment; thank you very much!

Nice art, and a good showcase of the massive scale of the universe. Core gameplay is very simple but effective; I think it would've been a very fun and addictive game if you had more time to add more content - other planets, stars, or other astronomical object. Astronomy has always been a passion of mine so it's very cool to be able to just be in space.

You have some solid setting stones of a very cool game, good job!

Such a cool game. Amazing art, great mechanics, and a fun take on the theme. What's more surprising is the fact that this was a one person game. This by itself can already be a full game, but here we are seeing it in a Game Jam. Extremely impressed.

Yes, you've found it. That is the one true winning strategy, as the player's growth will be mathematically faster than the enemy, so the player will be able to continue indefinitely. We only discovered this after the jam ended so couldn't patch it XD

Wow you've flushed out a full crafting pipeline in just a few days, what an achievement; you should be very proud of yourselves especially since you learned it on the spot!

I had a great time; the contrast between the big and small was hilarious - movement, music, all perfectly matched. Very nice detail! Actually made me laugh. Great work!

Thanks for the feedback! Yeah we realize the game requires pixel perfect mouse detection and apologize about the frustration that it creates; it's not there for the very obvious time constraints. As for the legs - there is actually a secret mechanism that's not disclosed - if you destroy legs, not only will that deal direct damage to the torso (like all other body parts), the enemy will also receive fall damage (albeit slow). But the balancing is pretty off so that the best strategy is likely just focusing on the torso majority of the time.

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Ah music, my one true nemesis. 

Joking aside, that was actually pretty fun and I'm glad that I can still decently play this despite being tone deaf lol. One suggestion would be to let the player know about the existence of the shield, which is quite vital. I'm sure lots of people will tunnel vision on the enemy as they try to type out the combo on the enemy's head. 

Also, great art!

Yep collision based attacks were planned but not implemented, for obvious time constraints. Thanks for the suggestion though!

Cool concept! A reverse tower defense isn't something I was expecting. I think you've got something here; definitely worth exploring as a fully developed game if you're willing!

The art is amazing. Levels are well built, and some of the sequences are so well crafted that for a moment I forgot it was a jam game. Great work!

Was pleasantly surprised by the number of mechanics as I went up! Great job as a solo game!

Cute game! I love the concept of combining different genres together. Doing small platforming and then switching to potion making was a pretty smooth transition and fun. 

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I do not think as is there is a case where its better to attack first in the current state of the game. However the features are there for a creature design for such situation. For example, the eye of the boss is actually a weak point that deals massive direct damage to its Body. If the weak point is hidden behind something you can finish this turn, itd better to attack the protecting part, then go for the weak point next turn. 

Great question! 

Glad to hear that you had loads of fun!

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Holy, what an unexpected surprise. What a unique take on the theme; out of the many many that I've played and seen, this is the only one that scaled age. Amazingly creative, great job!

The music was also very epic.