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Trombi

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A member registered May 05, 2019 · View creator page →

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Aaaand the download is borked. Welp.

It is done! 

I hope everyone has fun playing our game, it was In my opinion the best one we have managed to make in these Gamejams so far! 

There are still some bugs in the game, such as the percentage bar in victory screen always showing zero. I should have left a bit more time for the bug catching phase, but, well, there were a lot of things I wanted to put into the game.

Please leave a comment, if you found something enjoyable or annoying. We want to polish this game a bit after the jam, so we would appreciate all the feedback. 

Yeah, I've noticed that I kinda forgor to make any form of tutorials or instructions to these.

Is it okay to change the game page during the Jam? I am a bit unsure. 

And yeah, I think we are going to flesh this out to a atleast coherent experience with some goal and conclusion afterwards. 

Yeah, I managed to accidentally break a few features just before the next submission.
It was intended, that the keywords used would be consumed, but the code just decided to undo itself.
In addition, I coded that the orc would get stronger cards after each fight, but that just decided to not work either.

I do admit there is plenty to be desired, but alas, skill issue from my part.

I am going to note here just incase there is confusion about the card crafting: 
You have to first slot one of those orange balls into the cards corner for you to add anything else

(0 energy does not work) 
After that you can slot keywords to the card, and numbers to those keywords (just follow the arrows)
Click forge, and it adds the card to the heroes deck.

There is no ending to the game, as we quite in a hurry, but I hope we managed to get atleast the basic idea of what it would be like to be constantly pestered by some random adventurer :)

PHEWH!
we managed just in time

Yeah, I can symphatize with not having enough time to implement everything you wanted. 
We had a background to implement to the game, but we were so busy that I were updating my submission while we had like 2 minutes left. And when I submitted the game itch was lagging so bad that I couldn't load a cover image for the game in time haha. 

This is a really cool Idea! Unfortunately, there doesn't really seem to be much to do. 

I feel not seeing health kinda makes the damage numbers  not mean much. I just don't know how much does making 5 damage means, if I don't know how much I or the enemy have health.

I also recomend finding some quick and cheap sound effects or sound effect generator, so you can put some sound to the game. It doesn't need to be much, just little so player gets some feedback from pressing correct things.

It is a functional clicker game, what can I say? Would've been nice if there had been few more autogenerator type upgrades just for the flavor, but this basically has the vertical slice of a clicker game.

I enjoyed it! It did feel a bit aimless though. There really didn't seem to be a goal, and I really didn't know if I was winning or loosing. I really didn't know when to stop, as there really didn't seem to be a place for it. But I liked the visuals, andthe game was simple enough to grasp from the start. 

Unfortunately, I think there is some kind of bug concerning edges of objects. I got stuck twice in corners of the first pit next to the trampoline, and once on the edge of the first jumpable block. I think it just puts the player in infinite fall, making them unable to move. 

One other time I got stuck was, when a ball hit the player, and they just didn't get up anymore. 

As there is no quick restart button, I really didn't feel like continuing after getting stuck the 4th time. 

Thank you for playing! Unfortunately I can't update it right now, as the jam is in progress. I tried to put cover image and screenshots when I submitted, but Itch was dying so bad from everybody submitting that it couldn't load the cover image in time for the deadline.

SO, now that I have actual time to breath, I can write down what each dice does:

first: diamond shaped are attacks rectangle shaped are debuffs circles are suport skills when I mark X, I mean the value of the dice given to the slot. I just hope people can connect between my descriptions of the pictures and the dice so here we go! ATTACKS punch: deals X damage

gun: deals 2X damage - unused skill dice

magic: deals 3X damage to enemy and X to player. enemy can't react to this attack

DEBUFFS

feeble (waves): enemy deal X amount less damage from here on

shatter(dude who is split): enemy takes X amount more damage from here on

slow (hourglass): enemy does X-3 less moves

SUPPORT Adrenaline (syringe lookin): increase value of your dice by X up to 9

Heal(plus sign): heal X amount

Deal: you can use the dice you used to reroll and deal 1 damage to target

SO, now that I have actual time to breath, I can write down what each dice does:

first: diamond shaped are attacks rectangle shaped are debuffs circles are suport skills when I mark X, I mean the value of the dice given to the slot. I just hope people can connect between my descriptions of the pictures and the dice so here we go! ATTACKS punch: deals X damage

gun: deals 2X damage - unused skill dice

magic: deals 3X damage to enemy and X to player. enemy can't react to this attack

DEBUFFS

feeble (waves): enemy deal X amount less damage from here on

shatter(dude who is split): enemy takes X amount more damage from here on

slow (hourglass): enemy does X-3 less moves

SUPPORT Adrenaline (syringe lookin): increase value of your dice by X up to 9

Heal(plus sign): heal X amount

Deal: you can use the dice you used to reroll and deal 1 damage to target

Really good! Short&spooky! The enemies were scary, and looking for their footprints as they grew louder was pretty stressing. That skeleton looks amazing, and so does the rest of the game. 

Only nitpicks I have are that picking up the statues felt bit janky and the ending song was bit too loud. Other than that this was very enjoyable experience.

I really loved the atmosphere! The scarecrow was a good scare, but like everything else, it got bit stale as I got sent to start multiple times. I think there should have been few more landmarks, and or some mechanic to help you see where you have already been (for example stones or chalk). At start I though the teleportation just happened randomly which made me lose motivation until I saw dev's walkthrough. Even then the teleportations to an earlier point made the game into Getting Over It walking simulator. 

I do think this type of game can be very enjoyable, but there needs to be more feedback given to the player to show they are on the right track. That or make sure that the player can't make the same mistake thrice.

Whenever there was a scare, it did get me on the first times. The rain did make the atmosphere a lot more tense and that thing with walls was creepy.

Thank you very much! I was a bit pressed for time, because I was learning sound stuff for the first time, so there was rather few levels. But now that he jam got extended, I could add few more. Do you think the mechanics are good enough to carry few more levels?