it does, pay attention to the UI in the ship after you've made a certain amount of deliveries.
Ruben Tipparach
Creator of
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there's actually some bugs regarding enemy bullets not despawning properly. the game is a little more evenly paced with that fixed. aside from that, yes, the bullets actually are raycast based, and thus hits them directly before the bullet gets there. a patch will address that in the future to make it feel a little more fair. Our intent was to actually make the game challenging, farming is optional but there are also several exploits that can get you through faster. I'm not sure if its because its in the context of a game jam, but a lot have complained about the steep climb in difficulty. maybe I should've put on the label calling it "souls like" :)
I think the onboarding could be improved quite a bit. One of the things I had a bit of problem figuring out was how to hit enemies that are either above or below you. I think we could experiment a little more with shooting enemies with elevation in the future and probably refine that mechanic. One of the things we tried to improve on after submission was rotation snapping when you rotated the mouse. Again... This does detract a bit further from the dungeon crawler experience. I really appreciate your super valuable feed back though.
the strategy that best works for me is to poke my head out and shoot at the sniper until he dies and drops 100 gems or so. So this about 8-10 times and you'll have enough for the cryo gun. Sorry the game takes a bit of farming early on, but I believe that it gets a lot more fun from there. Definitely check it out again if you have the chance, I'm pretty sure someone will post a video... If not I'll upload one myself this weekend 😊
I'm so glad I helped waste 2 hours of your life!!!! That's about as good as it gets I guess 😎There is an end, but we didn't get to do much with it. When you kill all 3 mechs the tunnel at the bottom of the cave opens up and a third passage appears. I love it that you found this totally on purpose Easter egg! 🤣
First of all, I really appreciate the effort you've put into those videos. Unfortunately, I don't have any plans on updating the movement in the near future. The main reason is that I wanted to recreate Doom RPG in Unity, and I had reached that scope by the time the jam ended, with a few minor updates afterwards. I am aware that movement could be faster, better interpolation could be used, but to me the incremental step feel was there, and it was enough to feel like an extension of the original game. I apologize if it feels clunky, I'll consider some alternative movement schemes for to add to the settings menu at some point in the future. Perhaps for the next dungeon crawler jam. Thanks for playing! :)
The movement was updated about a week after the jam. Are you referring that the game is still turn based? When out of combat, steps should happen rather quickly after one another, when in combat it will slow down to give the player some visual indication of where the enemies have moved. Turning doesn't take up a "game turn".
Uploaded new build. I'm not all that familiar with building on macs, but I was able to get a hold of one with big sur and tried it. So at least I was able to confirm that it works on at least one. If you aren't aware of security settings when opening the app, try looking at the post with a mini-tutorial: https://itch.io/t/656311/i-cant-open-the-game-on-mac-os-catalina-maybe-because-i...
I usually have to do that when I download a game from itch for a mac (probably don't need to command line it, can just extract zip, and double click). Good luck!
Sorry about the sensitivity, I'll see if I can add a setting that'll help with that. And can you specify more about the death, was it towards the beginning, or somewhere at the end of level 1? I could try and fix that for the next build to ensure a better experience for new players. Anyways, thanks a lot for playing, and I really appreciate the feedback!