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Realms&Ruins
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I made it to the portal! There's alot to like here. The Alien Isolation style gameplay was great, the graphics are right up my alley, the abandon spaceship with ladders and vents to traverse was a nice touch, movement was well implemented. The flashlight didn't seem to have much use but it still helped add to the darker parts of the ship.
Only thing I wish there was sound an music, even basic public domain stuff can go a really long way to add to the ambience. There's not a lot of feedback when the monster kills someone, I wish there was more to that mechanic as I just felt I would randomly cross by the monster and one of my people would go away, but only sometimes. This could be fleshed out to be more engaging.
Overall great job! I would like to see this developed more,
Great entry! I love the low-fi graphics, although the higher fidelity assets (furniture, statues etc) tend to stand out so they aren't exactly consistent. Being able to pick 3 characters is nice, although I think the ones with ranged seem to be at an advantage. The 4 trials are great with a good variety of puzzles, traps, combat etc.
Only real complaint other than the inconsistent graphics is one of the rooms I think a few tiles weren't able to be moved on, but minor for the most part.
Not a bad entry. The graphics were good, I liked the enemies especially. The movement was well done. The combat was pretty basic but it seems like you could just click spam your way through it, except the final boss. I couldn't quite beat him and I didn't know what scrap or time ravager did, outside of scrap doing some extra damage even if I was only hitting for like 1. I eventually ran out of scrap on the final one and then couldn't get him.
Also, someone mentioned it isn't a bug and if it isn't, the camera lowering to the ground could be explained a little bit better in-game.
Overall good job!
Nice entry. The graphics are solid, the movement feels a bit unresponsive, the animation itself how it decelerates into the square feels a little slow. The combat was ok too but hard to tell exactly all that is happening, I lost my sanity many times not really understanding how. It's also brutally punishing, you really have to plan out your trip because there's not enough items to keep you sane enough for all the combat. I think I glitched too because I couldn't get to the 3rd floor. I was hoping to see the final boss!
I hope you keep working on this one, it has a lot of potential!
Shifting dungeon (or whatever you want to call it) is really cool. Movement is good but the perspective is a bit off since you can't see much once you get up to a wall, also if there was a little more variation to the walls you can tell when you turn if in a corner. Combat was a bit basic and buggy, I think you had to wait for the animation to finish to actually do damage. I wish there was some more traps or something to spice things up a bit more.
Good entry!
This was a great one. It reminded me of a first person final fantasy for some reason. The music was good, the art and monsters were all great and charming. The combat was fun. The movement was well done but maybe a little slow on the turning, and needs strafing. I did experience a crash on one of the tentacles but eventually made it to the end.
A bit of a cliffhanger there, I hope you keep developing this!
Cool little crawler! The movement and turning are well done, the rythm mechanic for combat is unique and a breath of fresh air, the enemy graphics are charming.
I think on one of the fights I didn't hit enough notes to kill the enemy and I just got stuck on the combat with it because no more notes were coming across the screen. This could be fixed along with maybe some feedback when hitting the notes (damage indicator, enemy animation etc). The turning was a bit slow and the dungeon itself was a bit bland.
Overall a solid entry! I'd love to see more!
I liked the atmosphere, definitely very creepy. The gun and blade were cool, graphics are great. Movement is very slow. Not sure if combat was working I couldn't seem to kill any of the enemies, if I did with the ranged weapon I got a fatal error. Some work needs to be done but this could be a lot of fun with some more time to polish it up.
Graphics are great but it's pretty buggy. Going off grid, I think the lightning ball/laser puzzle was bugged because it's impossible the way its currently implemented (or I'm missing something). I always spawned in a dark room and everywhere I stepped left a weird red wireframe object.
Lots of potential just needs to be polished.
Unfortunately kept running into the following error:
Error
play.lua:827: attempt to index a nil value
Traceback
[love "callbacks.lua"]:228: in function 'handler'
play.lua:827: in function 'determine_browsing_options'
play.lua:484: in function 'player_action'
play.lua:86: in function 'play_update'
main.lua:38: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
Cool littler crawler! I wasn't able to finish, but I had fun nonetheless. I think if the pills could stack or the 'respawn' timer on cthulu was increased it might help a bit, basically if you use the pills too far away and walk past he catches right up to you and it's impossible to get away. Movement was solid and I liked the handdrawn graphics. Well done!
Short but sweet. The graphics, including the character/monster art is charming and funny (the snake costume gave me a good laugh), reminded me of Scott Pilgrim in a way. The movement is solid and the combat was pretty basic but it got the job done. I liked how the lighting was provided like a movie set based on the intro of the game.
Overall pretty good! Would love to see more.
Nothing much to complain about here. Movement is solid, combat is basic but gets the job done, I liked the enemy models and exploring the space ship. I wish there was more traps or interactivity and like others I passed by the exit several times, so I think there could have been a better indicator/tile graphic for that.
I switched PC's and it fixed the graphical issues I was experiencing from my other post. What an awesome entry! I'm very fond of the graphics, it reminds me of Kings Field/psx era games, so there's a lot of nostalgia on that alone. The movement and turning was great, the combat was good with ranged options as well and the atmosphere was spot on, especially with the giant looming tentacle in the background. Crouching was a great addition to just walking around normally, so this was a clever touch.
As others have mentioned, the wall bump which seems like a call back to old DC's that did it in the past, ended up being more of a nuisance than anything. I often did it accidentally, when I couldn't actually tell if there was a spot to go into or not. Attacking enemies too quickly made them insta-kill me, like their attacks were queuing up with every attack, there was a spot by the cave I could walk through from the town side. Not sure if the difficulty is due to that or because it's actually really hard so it may not even need to be tuned, just fixed.
Some shoring up on some of these issues here and there and I would buy this one on the market! Awesome job.
Thanks for playing and for the detailed response!
Good note on the projectiles remaining, I don't think I had seen that one so I will try to replicate and see how to fix.
Yes, in hindsight the infinite loop was tacked on, buggy and probably not as well explained as it could have been. And 100% I will be speeding up movement, both in this project and my main game! Thanks again!
I really enjoyed the story on this one and I think you have a solid base here but I had some general issues that need some polishing:
-While the grid movement, turning and verticality were great, I quickly got off grid and the player model often clipped through objects and the environment.
-I fell off the edge and fell forever. In my other attempts, I fell through the ground and got stuck walking around under the environment.
-Big open spaces that largely serve no purpose make traveling a slog
-The combat was pretty buggy, the enemies often were floating in the sky
-The combat could use more feedback
-Sound and music go a long way, even if it's basic public domain stuff just to add to the atmosphere
-Some seams on where wall meets floor need to be cinched up
Like I said, I think there's some potential here but it needs some work.
This was really cool. I liked the idea of gathering food throughout the dungeon and having to balance my health, hungerr and thirst while having to 'hunt' ingredients from each type of enemy. The art is well done, each enemy is pretty unique so that was a huge plus. The combat hands/frying pan are great too. Movement is rock solid, really snappy and I enjoyed the whole thing!
Nothing much to complain about here, I enjoyed it!
Overall not a bad entry. I'm just not a big fan of this implementation of auto battler, I feel like it takes too much agency away from the player and ends up feeling repetitive and dull to me as I just wait for the monster or me to die. I can't complain about much else, the movement is nice and snappy, the graphics are fine if a bit samey throughout, the monster portraits are great.
One thing to note is I was able to walk through the walls near some of the fountains and clip outside of the dungeon.
The graphics are great, I love the style. And the grid movement is ok but I got off grid more than once and couldn't enter a door. Combat is better served fleeing as you can die even to a single enemy from full health. I would almost suggest to not even include a web build if it's not at parity with the download. Sound and music would have gone a long way as I didn't download the game. Also the dialogue should be skippable, after dying twice it was a slog to sit through it again since the game restarts you.
Unfortunately I couldn't finish the handful of times I tried due to getting off grid and I believe I needed to enter that particular door to advance..
What a fun entry! The double entendre for the title is fitting, the mumbling the character makes while typing (as if speaking some invocation) is hilarious, the old school sound, music and graphics are awesome and the movement is very solid. The typing itself is an incredibly fun take on combat. I've played similar titles in the past, but something is just fun about this thematically. Nothing really to complain about.
Great job!
Cool crawler! I wasn't sure what I was supposed to be doing at first but once I got the magic and the kickass music kicked it, I had a good time. The dungeon messing with you and changing around was cool and killing the bad eyeball thing at the end was fun.
There could be some more feedback during combat like how the azure ring spun around, maybe something on the mushroom. I also would like to have seen some traps or puzzles, but otherwise a solid entry!
Cool, if short entry! The movement and everything is all solid. I like the combat with the parry mechanic which was tough to time, but it's what saved me on the final boss. I also liked how the more powerful items had durability which made you choose wisely when using them. The enemy models were great too!
The movement was a bit slow and the dungeon very dull/gray/samey throughout.
I'd like to see more!
I escaped to the airship! Short and sweet, the movement, art, combat etc are all well done an polished. Although I found you could mostly avoid combat altogether and just rush around trying to find the door and at one point some of the enemies just froze and stopped moving.
I think this could be improved with some sound and music, IMO this goes a long way even if it's just basic public domain stuff. There could be more, like abilities or traps and puzzles to fully flesh out the experience.
I'm not sure if I encountered a bug or not but I attempted to play this twice. I eventually got to a locker room with a robot and a keycard in the next room. I'm not sure how to use the card, but I couldn't open the door where the card was found. If I tried to go back to the room before the robot, you fall into a pit and the jump button doesn't seem to do anything. I've tried interacting/attacking/jumping on the robot and the buttons and the doors to no avail.
If someone has any idea what to do I'd like to keep playing as everything was really solid up to that point but I got stuck.
Great entry! Generally I don't like card systems (maybe I should, there's alot out there) but this one was well done and I actually enjoyed it. The movement and turning was all great. The dungeon was a bit bland and samey, so it could benefit from changing it up a bit.
I think if there was some expanding on the cards and fleshing it out a bit more it could be great. Like Captain Coder said - I'd be on the lookout for a full release! Overall a good crawler.
I got 1 silver! Lol. Fun crawler. I actually ended up finding the exit first which told me to go find the treasure first and boy was it a while before I got back. The combat was simple but I actually had to use some potions because I kept burning up my stamina and getting low so it was easy, but not too easy. The game could have benefited from a map, I honestly have no idea how I managed go from the exit to the treasure and back but I did. Some of the hallways and rooms were a bit long and empty, so I wish there was a bit more to reward exploration. I wish keyboard movement was available, it would have made my finger less sore !
All in all I enjoyed it. Also very cool you built it in javascript. Kudos!
I made it to floor 25 before succumbing to starvation. While everything is pretty basic and combat can willfully be ignored, the final areas I got to ended up being a desperate search for fruit to keep going. Each step was careful to count towards either getting to a fruit or getting to the next floor. This balance of moving and losing health and getting fruit ended up being quite fun, if it was even intended.
I think there was a lot of potential here and with some more development could be really fun.
Cool entry, I like the premise and the goal but I got stuck and couldn't finish. My only attack options were "attack" that brought up a matrix of orbs that all said a spell doesn't exist. The other option was decrees that brought up smite and consecrate. Consecrate didn't seem to serve a purpose (that I could figure out anyway) and smite hit the enemy but once decrees was 0, I couldn't kill any enemies. Upon dying, it seemed I was also still stuck in combat with an invisible enemy. So I'm not sure if the combat system was unfinished/bugged or if there was some other way I was supposed to do during combat.
This one I felt had a lot of potential but was unable to finish due to the reasons above.
Well done. The movement is perfect, nice and snappy. The combat is basic but you had a few party members to do some different abilities, although the enemies were extremely slow so it didn't take much to kite them around using ranged attacks. They also didn't seem to be on grid as they rounded corners, so not sure what was going on there. I liked the old-school, grainy feel of the graphics as well. Lastly, some sound and music go a long way, even if you just use some basic public domain stuff.
Story-lite and short overall, but a solid entry nonetheless.
Wow great entry! There is a high degree of graphical fidelity on this one, the animations on the enemies, the effects (water spraying, sparks, fireballs) and the environmental design are all top notch. I immediately knew I was on some sort of space craft or station and there were alot of props to fill in the spaces to make it feel lived in. The movement is a little bit slow, but luckily the environments are not too wide open so it doesn't suffer too much from the slower movement. Otherwise, it's implemented perfectly with turning and grid stepping. The combat is a little basic, but the options for different weapons was great, the funny items too are a good gag in the otherwise serious tone of the game. Leveling up and lots of items are there to customize into things, even if you don't get a ton of level ups in a single run to see through different "builds".
Loved the stimpack reference too!
The biggest complaint is that it was too short! I wish there was more and I hope you continue developing this.
Interesting entry and a cool take on the solitude theme. The graphics are simple, but they work just fine and the movement is rock solid.
As others have noted, the combat is unique but is unreliable. Even if you time the attack correctly, you can often get attacked in return which makes it kind of difficult to survive more than a couple enemies. The story, while intriguing, the text was extremely slow. I ended up skipping partway through most of it because it was just too verbose and the text appeared very slowly.
Good entry!