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RedOwlGames

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A member registered Feb 24, 2018 · View creator page →

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Ah ya definitely not intuitive for me.  I wonder if having some other mechanics like a block or parry would make the combat feel like it has more interesting choices rather than you need to 100% dodge to survive long enough to not respawn enemies.  Right now it feels more like punishment then interesting choices and rewarding.  Its definitely a tough thing to balance and get right.

Overall a really solid entry.  The art is cohesive and the exploration and level design is good (definitely gave me minecraft vibes with the squares and lights).  The music didn't really fit the "feel" of the game - maybe something more aggressive with drums.  The combat is a bit shallow and seems like there is no way to not get hit or block/dodge but maybe i'm just not skilled enough (this was the hardest part my 7 year old son had a rough time with too).  I think the enemies might be too difficult because I often find myself coming back to the crystal only to then have the monsters respawn and it created this bad gameplay cycle.  Maybe if the levels were more linear so you were not backtracking as much that would play well with the monster respawn.  These are all very easily fixable and sort of nit picky overall its a strong entry.

The setting and background and lore and theme were all quite amazing.  The gameplay was not as good and the sanity bar made it too difficult to play.  I'm not very good at navigating and so doubling back and such made me lose too much sanity and I couldn't get past the first level.  Overall the game would be amazing if it weren't for the difficulty level of it.

This was an awesome entry.  The movement was good and the combat was fun just enough of a callenge.  The exploration was great and the graphics felt unified.  I wish there was some sound and music.  the perspective was off you could see the ceiling but not the floor and the side walls when facing a wall - this is a very important thing to get correct.  We got stuck right at the beginning because we didn't know to use an ability to hit the lever but once we figured that out it all made sense.  The dialogue was funny and made the adventure worth it.  Great job!!

Very good entry, the theme was on and the music and graphics were great.  The camera perspective needs work it was hard to see the floor because of the UI being in the way and was too pulled in - needs a wider FOV and to be pulled back a bit.  Overall the battle was too slow, it seemed like AI took a long time to think so the downtime between turns was too long.  The dark slash shouldn't use mana and instead gain mana from using it this way it counteracts the forrest smash that does use mana.  Having to hit rest every so often felt like a bad mechanic because it just meant you needed to heal more and healing took mana.  We had fun playing and keep at it you have a great base here to work with!

Hey @DamienDe - Thanks for playing.  The windows version was uploaded with Zooperdan's permissions because its the exact same copy as the mac version - I just didn't know how to cross compile for windows using raylib.

Overall its a nice game.  The torches are placed well and the area is fun to explore.  The writing is over the top for my taste but some people like that.  The SFX are too loud and need to brought down - also with Unity you could use 3D sound to give the sound more dynamism especially for the arrows passing by.  It would be nice if the messages could be advanced using the keyboard so you don't have to touch the mouse.  The FOV & Perspective were off for standard dungeon crawlers when you  are up against a well you should see a little bit of the surrounding tiles and ceiling and floor.  The input was good though!

The style choice was interesting and caught our eye but it made it really hard to tell what the icons of things were.  We could understand the table and doors and such but not what the monsters were or what happened to them after they died.  I died without knowing what hit me though so that was not fun.

I think if you could have got a few sound FX in it would have been a really nice and polished jam game though.  

We couldn't figure out how to use the inventory so were unable to attack/fight the monsters.  Additionally the forced turning for left and right (A and D) is non standard for DC games usually thats Q and E and A and D are side strafeing.  Additionally it looks like you had some perspective issues with the walls.  The camera is pushed to far in or the FOV is too extreme so the walls look like they bend.

Overall the pixel art is nice and the messages for moving and attacking were helpful but for whatever reason we couldn't drag the items to our pack.

I'm going to try and build a windows compatible version tonight.

Thanks for checking this out.  I'm going to try and build a windows compatible version tonight.

Hey CryptRat - Thanks for playing - my intention is to release an updated version after the next LD Jam where i'm going to make a game purely around this combat so I can have a system that works better - then bring it back to this game and fix all the bugs - I already have the ramp/stairs problem worked out.

Hey KillerzScrubbie - Thanks for playing.  Because you get stuck on the ramp you never get to all the puzzles i designed with the mechanic /cry I'm hoping to upload a fixed version later where the whole thing is playable.  Combat was the thing I have the most inexperience with so this is something i'm looking to prototype again in the upcoming LD Jam.

Hey @zooperdan - Thanks for the review!.  Ya I have no clue why in the build of the game you cannot walk up the ramps but in the editor you can. #Unity

You actually can use the arrow keys I just failed to mention that in the instructions /facepalm
Thanks for playing

179  for high score!!