@toc Thank you, very much. The crafting items idea is good, and I agree that that would definitely be useful. Thank you!
@paulo-brunassi I hadn't thought about that before, but I think that's an awesome idea. I'll include that if I ever make a post jam. Thanks for the feedback!
The crafting felt really enjoyable and this is a nice variation on the rogue-lite formula. I ran into some issues with the combat however, I feel a downward and upward attack would have made it feel less clunky
The music is fantastic and the art is charming and funny (I love the slimes!)
I did occasionally die from immediately walking through a door a couple of times though... The other thing is I would love some sort of UI/Feedback for when you gain crafting items. i had no idea I was gathering just from killing stuff.
Seriously impressive for a compo! Congrats on putting it together!
@zoarfy Thank you so much for your feedback. The original idea was for the enemies to drop items which give you a visual representation of what they are, but we never got around to finishing it. By the way, this was a jam game.
@simonl Thank you for your kind words. I think some story would be good and I'll include that if I get around to making a post jam.
Thanks so much for commenting, you awesome people!
I liked the crafting system, which gave me a goal and a reason to kill those slimes. The art style is consistent and works together well. The start was a bit harsh, and I died many times before killing my first enemies. A simple workaround would have been to reduce the number of enemies in the rooms closest to the starting room. However, I would have loved a bit more visual feedback on pickups (so that I don't have to open the pickup screen all the time) and crafting results (e.g. more interesting attack animations). Also I only found two biomes, so I feel a bit cheated =)
@lionserge Thanks for the feedback, and I'm glad that you liked that stuff. I think a tutorial is a great idea, and I really need to try and make time for that in the next jam :upside_down:
@weine Thanks for your feedback! Those are some really great points and I'll definitely take them on board. Sorry about the biomes: there are 4, but we might have made it a liitle too difficult. :smirk:
Really neat dungeon-crawler with an elaborate crafting system, which is really impressive for a LD game! The combat took a little bit to get used to, but once I did the game opened up for me. The music did get a little tough to listen to as it gets pretty dissonant and discordant. Overall this is a gem of a game, and I really enjoyed it!
The game is too difficult. It is sometimes difficult to distinguish between the player, enemy and the background. The music shounds great. It reminds me of "Dangerous Dave" game.
@ropedog Thanks for the comment, we're glad you liked it and sorry about the music. I sort of ran out of time and put notes in random places. :smile: Thank you!
@ambra@alphaden@humphreysmedia Thanks for the comments. They're really great to read. We do need to sort out the difficulty of the game, and we'll take that on board for the next jam.
Great game. Played it really for long time. But I have still some issues: * music is too loud (in HTML5 version) * shoes recipe doesn't show that it needs wood * in later lavels the crafting ui glitched on me (mouse select was jumping randomly to other elements - helped that I died and the ui seams to be working from that point)
The theme is good, but maybe it was too great a scope for a 3 day jam. More enemies , and a less death=restart style would be cool. Since you die and lose everything and all progress, it quickly disincentivises the player.
I loved the visuals and very much liked the music stuff (would have been nice to have volume settings btw :) )
Gameplay needs balancing though. More frequently used resources should drop more often, as in "Wood vs Lava". The thing i missed most was some clarity about resource collection - graphically or otherwise, so that player can understand how to get what, and when to expect it. Even if the resources are absolutely random it adds a lot of "involvement"
Overall - very good. I enjoyed it for a lot of time)
@tomcus Thanks for playing! We'll make the music quieter next time. I wasn't aware of the crafting bug, so we'll try and fix that if we make a post-jam. Thank you!
@johnnysix I agree with the scope being too big. We still wanted to add different enemies, better UI, visibly collected items, and checkpoints (which would have fixed the other problem), but didn't have enough time. :face_palm: Thanks for playing!
@enderr42 Thank you for the kind words! We really wanted to get the icons to drop but didn't have time. In all honesty, at the last moment, I realised I hadn't done the crafting to drop, so gave each item a 50% chance to drop. Oops. Thanks for the feedback!
@zuf Thanks for commenting and those are some great suggestions. I hadn't even considered the stats thing before but now it seems really obvious! The enemy variation idea is great as well and we'll try to fit that into a post-jam, if we get round to making one. Thank you very much!
@digitallimestone - one more thing - and it depends on how much of a purist/OCD you are - but if you do future pixel-art style games, try keep the scale of the (upscaled) pixels the same .
Maybe create all your sprites on one sheet to mock-up their relative size, and when scaling in game or in the image editor, make sure they're consistent. It just make things feel ( even if most people don't notice why ) off.
It would be nice if crafted items were immediately effective.