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egobiian

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A member registered 3 days ago · View creator page →

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Really fun game! I got to the second boss. When I have some free time, I will explore the rest of the rooms. I have always liked this genre, so I hope you keep working on it after the jam. Good job!

Was a new upgrade, i create a new devlog post with the changes. Thx for testing again!

I just uploaded a new version. I reworked the prologue and fixed several bugs. Thanks again for your feedback!

Done! I left you a comment on the game page. It was really fun!

Really fun game! I love the idea of using words as spells, and it reminds me of old MUDs. The ‘no repeated letters’ rule makes you think hard to find words. Good job!

You’re right, it looked like a design mistake. I just uploaded a new version. I fixed some problems and redesigned the prologue level. Thanks!

Thank you for playing, and grats on finishing it with only 2 deaths!

The homing fire is a tribute to Alisia Dragoon, a Mega Drive game I loved when I was a kid. In that game, the attack also follows the enemies. Kara is a small homage to that heroine.

About the boss: you are right, it is simple. It is the first boss, so I wanted it to be easy. But your idea is good, and I will think about more attacks.

The game will have stages, and after each boss you go to the next one. My plan is to add at least one more stage before the end of the jam, with harder enemies. Thank you again!

Thank you for playing and the notes! 

You found a big problem with the first bonfire. I will fix it: the bonfires will have a safe area where enemies can’t come close, and the player will have some seconds where they can’t take damage after respawn.

You are right, right now players can finish the level without killing any normal enemy Maybe I will change some areas, so players need to fight to move forward and use the torch before the boss.

About the canyon jump: yes, it is a small puzzle, but I checked the map again and it is not very clear. I will change it to a clearer zig-zag puzzle.

Also, the game will have stages, and after each boss you go to the next one. Thank you for the nice words about the art! I’m using PixelLab to keep the art style the same in all the game.

Hello!! Here's the list of AI tools I used to make the game, with links in case they’re useful to you:

  • Code: Claude Code, as an orchestrator coordinating a team of specialised agents (gameplay, UI, levels, art, sound and git).
  • Art: PixelLab, connected to Claude Code through its MCP server.
  • Music: ACE-Step 1.5, run locally.
  • Sound: MOSS-SoundEffect v2.0, run locally with my own Mac adaptation.