I liked this game, the hand-drawn creatures look really nice. It reminds me of the good old days of flash games, I'm a big fan.
MrDryerAtNight
Creator of
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Thanks for playing! We had a lot of fun setting up all of the quest lines and having different interactions with them. I was very happy with doing the human-bug voice lines!
There is some different pieces of geometry that it is possible to get stuck on/in, the graveyard fence being the largest culprit(ironically?). We forgot to add it to the itch page, but there actually is a save feature in the game where you can create a save file from the menu, and then reload with your progress back into the hub world.
Thanks you so much for playing, glad you enjoyed our game!
Mhmmm... yes... Thank you for playing! Mhmm...
I did contribute to the dialogue, but the majority of some of the dialogue was written by @aardvarkio. You can thank him for those super radical teen ants!
Thank you for saying it is like Chibi-Robo! I wasn't even thinking about it when making this, but that is one of my favorite games of all time!
Kafka is a perfect inspiration in a Metamorphosis theme! Thanks for playing glad you enjoyed it and the voice acting!
That fence is an absolute killer, so many people have gotten stuck in it. Hopefully it didn't set you too far back in progress. We forgot to write it to the game page, but there is a save function that let's you save your progress and reload back into the main world.
This was a fantastic game, wow!
I assumed there was only 6 classes based off of combinations of dice, but then realized the base makes a difference. I didn't experiment too much farther but are there 27 classes?!
I had a lot of fun building a rogue/enchanter hand, and then stoked when I found the bard. This was my hard run, and I defeated the final boss without ever needing to select a die. On my normal run, I just kept re-rolling until I could hit 50.
Really satisfying game to play, and all of the polish and UI feels really good and immersive. Absolutely great work!
The graphics and audio were beautiful and immersive. The platforming puzzles were fun to solve and use the theme wonderfully! Great work. As others have said, some of the movements felt like gotchas where I would know where to jump and set up the environment for it, but then I also needed to precisely jump at the last few pixels.
Very cool game!
The scroll wheel spell selection was pretty cool, a mouse indicator surrounding the player when you are in the spell menu might be all you need to pull it off. I was one of the unfortunate players that was hit with the speed increase, I was wondering why it was so difficult because the game felt like it was on 8x speed.
Thank you so much for playing!
I'm a fiend for audio, and every game we make I want to incorporate even more sound effects and audio. In future games we hope to have even more ambience and interaction sounds.
We have received a good amount of feedback about the ease of access to the camera menu and we fully agree. It would have been a great QOL improvement to be able to open/close the camera menu with something as simple as space bar. It will definitely be something that we keep in mind going forward into future games.
The light theme got away from us. We were very excited about the camera wildcard that we spent most of our time making that work. We had goals of making the cameras and rooms light functionality interact with the monster and even having camera filter options to switch between different light modes to identify different threats.
Thanks for playing the game! We found that as one of the many bugs that the game has after release. Our character's hitbox sometimes registers as a point that the navmesh tries to path to making for some frustrating sections where you need to direct her away from the point you want to move to before moving to the next point.
The getting lost part was a somewhat intentional design choice. We wanted to make a game where you had to figure out where you are in relation to the cameras. That said, there are definitely times that we failed to make the mechanic interesting or rewarding.