Thank you for the great feedback! Still a big fan of what you did with room.txt. It's a very cool concept!
Intrusive Thoughts Creative Collective
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This is really great! Anything I would say negatively about it would be nitpicks or pure jealousy. This plays well, looks great, and sounds incredible.
I ended up dying on (I think?) the last level and the game crashed for me. I wasn't able to continue my save, but honestly? It didn't even detract that much from the experience for me!
I also found a small bug that is actually worth pointing out: on the first orange level, if you go down a level and then back up, you can get the consumable reward infinitely by trying to go back to the checkpoint / resurrection pillar (I was trying to resurrect someone).
I don't say this about every entry (you can check my post history!) but I really hope you continue with this game and turn it into a full release. This is really excellent!
Kind of annoying how fun this is! I found the portal and said - out loud, "Aw, man..."
This looks good, sounds great, and controls excellently. The alternative uses for essences is really clever, and I'm jealous of how well you tutorialized the system. There's solid enemy variety, but I wished they felt a little different in combat. How? I don't know! Reasonable for a short jam game? No!
Great job!
Everyone's out here trying to pitch sliders, curveballs, and eephuses. The down the middle fastball is underrated.
This was very well done! I would have appreciated a little music and little more variety, but what was here was solid and fun!
The procedural layout was nice as it did take me 3 tries to win, so the subsequent runs weren't too samey. But I definitely opened a lot of doors to empty rooms and hallways. The best part of the game was finding the key early and saving it for later. Was that done procedurally, or manually? Impressive if procedurally, but very fun either way.
I tried using my mop and vacuum to do the dishes in real life. Smashed them just as bad as I did the boss!
The music track you have is nice and very calming. And the game is very pleasant to look at. Combined with all the enemies being "dirt" and "mess," it honestly felt pretty cozy. Until that nasty mimic showed up and ruined the vibe!
There could have been a little more variety in attacks or effects or strategy in combat, but I enjoyed this overall! Great job!
Until I found the boss dragon I just thought I was supposed to be following in my noble grandfather's footsteps and doing a genocide against the dragons that live in his high tech basement.
I had some lighting and rendering issues on the web build, but overall I love the look of this game! It would have been incredibly handy if you could hold a key to move. The map is impressively large, but repetitive to traverse especially when backtracking.
I liked the idea of the map displaying the dragon types. It meant I could move towards what I was strong against and then trade weapons and shields before going into the next area. But you should probably start with an earth or fire weapon since you have no choice but to start in the fire zone.
Great entry!
I love the look and feel of this! I wish there was some other dimension to combat; the enemy variety is excellent, but there's no practical difference between them outside of their health pools. It's also very inconsistent what can be picked up, and what has to be looked at before it can be picked up.
I also love the concept, but I did several playthroughs and never found the exit! On one playthrough I even went back to the door you started at after night had approached.
I love the hero. His voice and shadow are kind of sexy? Are we sure I can't negotiate my way out of this misunderstanding? ;)
I loved the look of the dungeon you were in, and the sound effects that were present were excellent. I wish there was slightly more of a puzzle here.
I had a roommate in college who was a lot like the hero of this story. He once fell asleep with a jar of peanut butter in his sheets, and the stain looked quite a bit like some of the stains in the dungeon.
I wish there were more goats at Goatstock. I bet they would enjoy a festival dedicated to them, and we could see who was the better climber. I'm sure the cultists would simply enjoy their company.
I enjoyed this! There's a lot here for a jam game, and the Arsenal system was fun. Though I felt bad when I ran out of room and had to start dumping my stuff on the ground, making a mess, and proving that I was no better than Gorekiller. I stopped caring about equipment once I found the combo of "freeze the enemy and then punch them to death with a flyer" to be unstoppable.
The input buffer is pretty intense on this. It made movement feel smooth, but it made combat a little awkward. I attacked so many corpses and wasted so much mana. And the ability to climb and jump was fun and looked great, but it didn't add much to the actual exploration or level design. (How could I not jump over that small fence in town?!)
Overall, great effort though!
Sneak is so powerful in this game. When I tried to fight the AI boss, I dodged it twice!
Very Tron and 868-HACK (complimentary). Overall, I had a lot of fun with this! I'm still not sure I understand what half the powerups do, but I know that Radar and Sneak are OP. I couldn't tell if I was just playing fast, or if there wasn't much of a downside to the CPU knowing your location. I could usually avoid most battles, and when I couldn't, my health regen would win out. Great entry though!
Great implementation of the theme cleaning up the hero's mess. I played this game for a while but finally got frustrated having to go back over the spikes near the pipes too many times. I had a really good time playing this though and would love to see how something like this would turn out if work is continued on it!
The final boss attacks that ignore block also don't count as attacks. Which can really mess up certain decks... he says not salty at all...
Really well done! There's a shocking amount of card keyword variety here for a jam game. I love the character builder at the start (along with the rest of the game). I wish the map showed a little more detail like chests, keys, which doors are locked, or pillars.




