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WispyMouse

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A member registered Jan 30, 2018 · View creator page →

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New guild, Hiphip, is named for a variety of squares.

T-bevel the Dancer, Drywall the Beast, Framing the Knight, Try the Chirurgeon, and Speed the Scout. T-bevel was going to be Sliding T-bevel, but we'll just pretend people often call them "Sliding T". Good name for a Dancer!


Just allotted all their skill points and stepped in to the Labyrinth again. Let's see how this group goes.

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Our first foray in to the dungeon ended bitterly as a disoriented and panicked Alchemist fumbles the map and drags the unconscious party behind them. They do not succeed in fleeing from the monsters.


We'll get back to playing this soon! We were thrilled to read through some of the class skill lists. Really impressed by the Alchemist, as well as the meaningful differences between Loyalty and Affection for Beasts. Seeing all of the portraits was also a delight, you have a really appealing aesthetic for characters.


Will report in as progress is made! Didn't get far this late night, but we'll come at it prepared for the future. Made the mistake of looking too far ahead and not getting useful battle skills for our first few fights; next time we'll review the skill lists and come up with a fighting squad!

Well made at many corners! We got to the end of floor 2 before succumbing to an encounter. Things were going smoothly until we started to be just a bit too lax on the combat puzzle, and that's when the wounds started to add up. We had just gotten to the end of a lever-and-bridge filled puzzle, seeing what looked like a fake wall ahead, when opening the door we got conked over the head by a lizard.


Going to give this another go and see if we can distribute the gift of fire!

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On the first floor, we were violent. Smash all the slimes!

The second floor showed cracks in that plan, and we started to weave around the enemies.

The third floor showed cracks in that plan, and it is where we succumbed to our foes. Couldn't quite kite it out, maybe if we were more thorough.

The movement engine was zippy and fun, and we enjoyed moving around the dungeon. The lighting from the troches and on to the enemies looked great, and some amount of catharsis is had just pressing up and whackin' something! Also quite liked the title screen animation.

Quick thoughts; Didn't play all the way through yet; The atmosphere is well crafted and the writing is excellent; got lost quickly and often. Class combos are fun and combat feels zippy while punishing complacency.


First try: Brawler, Kamikaze, Psyker. Let's go! The "darkness" was really hard to grasp at first, but once we started parsing the controls and presentation better it started to come together. We made it to the second floor, followed by a surprising third floor. Unsure whether to take it, we went in to the third floor and found uneasy success that snuck up on us as our Psyker went down. The next few combats went really rough, and we didn't track where the healing spot was. We were certainly doomed.

Second try, bring out the graph paper! It didn't take long to lose track of our position, and it felt difficult to get oriented. There isn't a stairway or interactable image, and it was difficult to get our bearings without being able to step back and gain heading. There were several times where mapping out an area did help with orientation, like with doorways and some grooves. We've clawed our way up to the second floor again, this time equipped with supplies and higher level. We saved the game at a point and stopped there for the moment.

The atmosphere is chilling and creepy, in a fun to observe way. The enemies encountered are abstract, fearsome night creatures that look great. It felt like we were powerful enough to run through most any of the encounters, and it wasn't clear to us how differentiated the enemies were. Some spookier names got MP used on them to make doublesure we weren't going to be overwhelmed. At this point of the second floor, our go-to super tool is a team attack that inflicts poison and stun, and a follow up attack against all poison targets. Handy!

Ah, looks like I set the flag for opening the gate wrong. The lever is meant to open the gate, but you should also be able to open it with the lever. There was an encounter set up for Cathy to also be able to open it, but we didn't set the flag in the build. 

The torch increases your minor score and casts a light, the waterwheel increases your major score. They don't interact more with the dungeon in this build, but we have plans!

I'm in! Excited for some dungeon crawler devwork and play ~

The preview pictures look really neat! When I imported them in to Unity, it seemed that the meshes are missing for the objects.

Thank you for playing! The physical game flows well for Mint, and the digital game still helps with keeping it goin'. We're glad that in a way, this has made Happy Graphs more accessible. ^w^

Darn! Hope you still had a good time. The art, general flow of things, and the mitigating factor of it not really being your fault will hopefully make up for it.

Y'all made something really cute here! The music is boppin', and the art is really nice. The variety in actions that the party could take felt just right for a proof of concept. Managed to beat the boss twice on the first run.

The Best Thing: Despite only being able to say "no", the flow of each combat felt really zippy! It felt like it took about as long as Paper Mario and other RPGs to resolve a combat.

Room For Improvement: We never had to say "no" enough to make our party unhappy. It was a cute risk, but generally the party was right-on frequently enough to not be relevant.

Some Design Space: Special override abilities, that increase the whole party's frustration, could be pretty cool!

Thank you for playing, and thank you for your very thoughtful comment! You've captured the essence of what we were going for. ^_^


We juggle sometimes as a hobby, and find this kind of work really... flow-state compatible, y'know?

It looks cute n' good, but unfortunately the flashing lights make it hard for us to play, re:epilepsy. ouo;


Had a good time with it for a little bit, though. It felt difficult to control, but hey, that's the jam!

Seeing them go about their duties while controlling someone was really cool, and it's neat to see fire fighter stuff. The fires took quite a while to put out, and our companions got stuck in the wall a couple times, but it was a fun time overall. Good job!

This completely blew us away. Was this based on an existing rule set? Would you be interested in putting this game's code up on a public repository? We'd love to see how you managed the AI and the effects of cards. Congrats on having a game that's even more rules heavy than ours! Total 5/5~

Whoa nelly these puzzles were hard. Probably the most we've ever wracked our brain for, in any game. We spent the longest time out of any game in the jam so far on this one. Sadly, closed the browser window with ctrl+w before completing the level we were on. Was gettin' there!

It's simple, and/but also fun. Y'all've done a great job at presenting this charming little bundle!

Personal gem of the game jam. This is a really great game! Managed to clear all the levels, which were mostly on juuuuuuuust the cusp of our ability. Showed this off to a couple friends, too. Great work!

What a delightful experience! Most of the times we got hit by skulls, there was this wind up of "oh nonononono", seeing exactly what's coming for you. Managed to clear the whole game, although we almost gave in at room... 11, I think? Right before the bouncy pads!

This is a really brilliant game, whoa! Y'all've made something beautiful here. It does need a bit of tuning, sure, but well done! We also wish for a lot more move forward blocks.

For whatever reason, the logic for tiles swapping is just not connecting in our head. Still, this is a really clever puzzle game! The "doo~doooo~doo~duuuuu" of the you lose flute will haunt our dreams now.

Pretty cute game! Gave hard a few tries, but couldn't quite crack it. We accidentally skipped through the intro text the first time launching the game, eheh.

We had a lot of fun navigating the map, although the most stable strategy seemed to be sitting in a corner and not engaging with the fun platforming. After turning in, we had 205 seconds and 54 enemies defeated. The art is, of course, very cute! ^_^

Y'all got an impressive amount of stuff done here! Really cool presentation, it gave off really high quality Star Fox vibes. The hit detection felt a tad dodgy, though.

Thank you for the UI feedback! Yeah, not certain where we want to put more information. On one hand, we could highlight all of the reactors that things can go to. On the other, quickly reading the situation is part of the challenge... Maybe in the post-jam version, we'll try out some more indicators, see how that feels.


The scoring system is pretty brutal, hehe. We can get an A, and there are two score tiers above that!

Yup, the tutorials a bit of a novel. Thanks for sticking it out!

Your presentation and pacing were really good! Feels like the game landed all of the emotional moments it was meant to. The narrator-person was quite rude, though! =P

Thank you for playing! The tutorial was just about the last thing we made for the game, out of fear of it becoming outdated. After putting it all together, feels like we landed on almost the right amount of learn-to-play-wordwall.

Wouldn't be surprised if we have the most novel/complicated set of rules in the jam, but it seems like people were able to hold all the details in their head. Thanks for playing, and thanks for giving it a chance after the tutorial wall. ^_^

When the music slotted in, it quickly felt right at home. Actually for a little bit, every time the music loops started the whole track started over. "The real punishment for messing up is starting the music over again", eheh. Making them crossfade in to eachother improved things a bunch. Thanks for playing!

Thanks for playing! The basic concept of using an out of control reactor was decided pretty quickly, and we're happy with where it ended up at.

Whoa nelly, the controls are wild. Never figured out a rhyme or reason for the way that the controls were arranged, but then again that's the point! It was a fun little game and a neat idea. ^_^

We fluttered onwards to victory. It was a pleasant and chill experience, mostly. There was a warning, "Yeah I wouldn't touch those", and then we saw a flower, so for a little while we thought the point was to avoid the flowers. Didn't take long to realize it meant the 'lil red things, though. Well done! ^_^

There was a tiny attempt to do that! The next item is cue'd by a sound, and each item has their own sound. It's all just somewhat shifted versions of the same soundbite, so it's not super easy to track which is which.

Thank you for playing! ^_^

Bashing tops against eachother is always good fun. ^_^

There didn't seem to be any specific strategy to being out of control, though. Touching the other top does as much as them touching you, so just maxing out spin and balance, then trying to touch the other top before it charges up seems to be the only way to go. It's a bit hard to tell who won as well, since the game immediately restarts. Maybe there's an input we're not noticing?

We weren't able to figure out how to play. Eventually, an element appeared, and we could drag that to Slot 1, 2, or 3. But what made that element appear, and how do you get more?

Seems as though you're supposed to press "Space" to continue reading, and then "Enter" to close the instruction screen.

The presentation was really neat, we liked the feeling that the temple had. Solid lighting and music, too!

We played for about seven rooms, but didn't notice any progression or end in sight. Is there a finish line?

Just cleared the game!

A turn-based, territory-node strategy game is a really wonderful concept. We wish that it spent longer in the grand strategy phase, but what was there was delightful.

Our full thoughts are pretty critical, but this is clearly a project to be proud of. The art, writing, and scenario are enjoyable and inspired. There's lots of clearly good ideas here, and by the end there were an enormous variety of units and characters.

We're not sure if the members of Dead Genre Studios are still active, but this was an enjoyable playthrough.