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Nik Mirza

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A member registered Jul 12, 2016 · View creator page →

Creator of

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There are, I’ll update for you.

Thank you for pointing that out, the XP details these was hidden behind one of the background images.

I was also missing the default value for Resilience for each Race. So, I added it after fixing some more typos.

updated the download just now

Thank you! Yes, the D20 Items is referencing the Equipment and Items list.

New updates had been released, now with Quest Generator.

Thanks, I do want a non-fantasy setting to play with my friend.

I would love to print these. Can you publish single pages version so that I can print this in booklet form.

start_at_4

Also, I guess, it worth to point out that the content page starts on page 4. Accounting for the 2 first page as cover page, it should start on page 3. So, I guess there is a missing page that you might need to check so the layout is correct.

Hi,

I bought the game recently; I print out my copy and found a few issues.

  1. When printing a booklet, the cover page does not line up when using typical setting. It is one page off.
  2. The map for Forest of the Storms on page 52 and 53 does not lined-up in a single spread.

Both of this might be because of a missing page, I assumed. But I do like the game but those part do make it not great when printed out.

Thank you

It was still in-progress. I was planning to have quest making system within the next update. The idea is.

  1. Draw a card to determine type of quest.
  2. Draw a subsequent card if the card demands it.

I’m currently play testing the newest version. For now, you can create your own quest.

I agreed.

I started the project last friday without any theme in mind. But at the current state it is a basic template for a metrodvania. The theme are arbitry, the 20XX is because of the post apocalypse city scape.

So about the fall the damage, I want to start the player without what you typically started in any platformer which is the fall damage. So the PC is weaker than most PC in other game. I guess it wasn’t a popular choice for a platformer.

So the level design is heavily based on fall damage mitigation. And the target is make the player felt the progression from dying of fall damage to be able to not care about it.

Yeah, the enemy is afterthought.

Also LDTK is the GOAT for level designing a metrodvania.

I like you critical view on this.

They first 3 jump screen was there to only show the limit. After that you, it should be easy due to power-up and such.

(1 edit)

I guess HTML5 wasn’t the best way to play this. Try the exe if you are on windows.

Here the playlist I heard while while making this game. A month of just hearing the same playlist.

https://youtube.com/playlist?list=PLVdPMheWiBxHfIrr58diFVwVhgX7ipo9Y

Yes, you start with 0 for this version. I balanced it for the post jam version.

That is the major bug that I only realized when I submitted the game unfortunately. I played the whole game twice then make changes before I submitted it. Then played it for the third time to find the final boss ending screen was bugged.

Godot 4 seems to have a lot of these errors. Can run try to run the Post Jam version with debugger just so I can report it to the Godot Community.

Don’t review this entry based on this version. Review it based on the Game Jam version.

Post Jam Version are available here.

Already working on it

Nice graphics

The graphic is beautiful. But the battle are hard, it might be better with enemy walking around and maybe reduce the enemy count to max 3 rather than just all 4.

Nice graphic, but the movement is too slow.

Great game, but probably need to update the starting dialog to define the objective for the player. A little bit clueless at the start.

Nice game with the incorporated theme. The enemy does not move in grid is an issue I found. Because you can’t really run and just tank the damage.

Superb atmosphere.

I played this game to understand the system. It took me a while, but Escape from Charybdis Station is fantastic simple experience on its own.

It was the first idea that came to me. But it took weeks to find the right words to write it down. Thank you.

Yes, I didn't specify that you need left click to select characters and move selected character with right click. Characters will auto attack nearest hostile unit.